The Empire of Berphaunt
Battle Cry: One Empire, never yield!
One motto, uniting all under the protective watch of the Emperor. This is what it means to be Berphauntian. The Empire’s enemies are often quick to point out the lack of true freedom in Berphaunt, but any true Berphauntian knows that freedom is little more than a crutch used by the weak and immoral. What good is freedom if it cannot protect the ones you love? Security through efficient and strong governance provides food, shelter, warmth and protection to all under its shield. This is the strength that has built the foundations upon which the Empire rests. The Empire is ruled foremost and unquestionably by His Imperial Majesty Emperor Louis Berphaunt. May his reign be eternal.
The Bending of the Knee
The history of the Empire began centuries ago, at the moment mortal life took its first breath. Deep within the heart of the continent of Amaranthia, the first Human noble bloodline took root, spreading across the recently rediscovered continent. Many centuries later that bloodline would be driven from their ancestral home by an infestation of insectoid monstrosities known as The Brood, who were themselves enslaved to the will of the ruinous Firstborn, Ta-Ba-Ret. Mighty as the first Berphauntians were, even their power could not hold back the insect tide, and the choice to seek a new home was made. This was deemed a tactical retreat, and it was upon the shores of the eastern coast of Maud’madir that the Berphauntian King did resettle and established the first Berphauntian Kingdom. This was a time of great turmoil for Berphaunt, for no sooner had they landed their ships that they found themselves besieged by a powerful local clan of Greenskins, who were known as Clan Sprawn. The Kingdom of Berphaunt would spend the next century in near constant war with Sprawn, ultimately defeating them with the aid of their powerful mages guild, The Conclave.
Berphaunt’s transition from Kingdom to Empire began in the year 2257, during a time of great turmoil. The then King Louis Berphaunt recognized that the lands of Maud’madir, and every one of her loyal citizens, were soon to be under a direct and immediate threat from an ancient Draconic foe and her numberless hordes. Seeing but one option for Maud’madir to survive what was to come, the King called for a peace summit on the shores of the High Elven island, Day’ten. It was there, in the heart of the Grey Elven forests, that the King did announce his plan of action to all in attendance. In order to keep the world safe, it must be united under one banner. King Louis recognized that the odds of surviving this external threat were low if the nations of Maud’madir remained divided, and that if the people of Maud’madir were going to survive, he would need to take on a greater mantle of leadership. So there, on that day, a King did become an Emperor, declaring this ascension in front of all the leaders of Maud’madir. One by one, all bent the knee.
On that glorious day not a single foe dared stand against His Imperial Majesty, Emperor Louis Berphaunt, and none could or would gainsay his power or majesty on that momentous occasion. It is true that after the summit there was betrayal when the Whiteraven cowards found their courage, but the Emperor did not let this stand in the way of the Empire. In his eyes, the traitors and fools of the Whiteraven Alliance will be dealt with in due time. For now, the Empire focuses its attention on defending its shores, protecting its citizens, and maintaining an ever vigilant watch for treachery and treason.
The Empire claims territory in many lands throughout the known world of Maud’madir, but her strongest and most loyal territories begin and continue to flourish along the Eastern hemisphere of Maud’madir. This is changing rapidly as the Empire expands westward, forging new alliances and enveloping vassal kingdoms into the Emperor’s protective embrace.
It is important to note that while all lands belong to the Empire in accordance with imperial decree, these particular kingdoms, provinces, realms and independent towns have given their oath to serve the Emperor, thus earning the title of vassal kingdom within the Empire of Berphaunt.
- The Kingdom of Antioch
- The High Elven Nation of Suvant
- The Dwarven Kingdom of Gerdain
- The Commonwealth of Teris
- Eastern Riksdag of Mjoll (Clan Conlan, Clan Fenrick, Clan Goltand, Clan Malar-Skaw, and Clan Wolfsgar)
- The Coalition of the Shadow Isles
- The Independent Town of Jericho
- The Isles of Faerie
- The Hamlet of Misthaven
- The Northern Settlement of Mournfall
- The Grand Duchy of Ithilguard
- The Independent Town of Port Kovacks
- The Independent City of Prospero Port and environs, including Tempest Grove
The Laws of the Empire
While many laws are left to the local lawmakers or vassal kingdoms’ administrations to write, there are a handful of imperial laws which must be upheld, regardless of location.
- Imperial Treason – Any act which directly speaks out against, opposes, and/or insults the Emperor or his family. This includes committing adultery with the Empress or her eldest daughter. Any attempt to kill or maim any major nobility, as well as Judges, Imperial Treasurers, and Guild Grandmasters as appointed by the Emperor and/or the Guild of Rule. Those bound by duty to the emperor must oblige. The penalty for Imperial Treason is final death.
- Restricted use and/or distribution of prohibited magic and/or items. The Empire, in consultation with the Conclave and their infinite wisdom, have deemed in this current iteration, magic of Necromancy to be dangerous and of potential risk to imperial lives. To use restricted magic you are required to be officiated with the local Conclave Guild and possess a formal Magical Seal of Approval.
- Restricted use and/or distribution of Assassin’s Tools, including stilettos, garrotes and poisons in which the primary purpose is to cause undue malice. These poisons and alchemies are currently defined as Death, Slow Death, Ambrosia, and Forget. These tools are of great risk to the Empire and can sever the protective bond that the Emperor has with his people. Thus, they shall not be used unless accompanied by a formal Mark of Sufferance.
- None will suffer the use, distribution, and/or creation of any or all Wytchcraft magic and/or items. The Empire and the Conclave recognizes the imminent danger and disdainful nature of this magic, and its use is completely forbidden in all circumstances.
- The use of any non-Divine means to summon the Angelic is strictly forbidden.
- The worship and/or reverence of the Dragon Shiloth is not permitted. Shiloth is recognized as an enemy of the Empire; anyone who praises her or obeys her will is considered to be committing a high crime. This includes her Draconians, Dragon Knights and all magics that are granted by her.
- In order to legally primary cast magic at the ritual level, mages must be registered and in good standing with their local Conclave-approved Mages Guild, and are subject to their laws and regulations surrounding this level of magic.
- Slavery is heavily restricted in the Empire. Within the Empire slavery is defined as a condition in which one sentient being is owned by another, and is considered by law to be property. The enslavement of any imperial citizen is strictly forbidden. However, prisoners of war and non-citizens are subject to the possibility of being enslaved. Any and all acts of slavery must be done so within the constraints and conditions of a formal Slaver’s Bill. The length of enslavement, capacity for resale, and other terms and services are uniquely defined in each Slaver’s Bill. Slaver’s Bills are only to be signed off by the Grandmaster of the Labourers Guild. Criminals are indentured servants to the Empire, and are owned by the state and never a private citizen. (No PC may ever possess a Slaver’s Bill).
- Forging any and all official Writs of Power and/or Imperial Sanctions is considered to be a high crime. Replicating these documents and then claiming that one has the permission granted to conduct the restricted acts detailed within, without possessing a genuine formal Writ of Power or Imperial Sanction, shall almost always be punished with final death.
Writs of Power and Imperial Sanctions
The glory and power of the Empire is not restricted to its noble ranks, but is shared by all citizens within its borders. Writs of Power and Imperial Sanctions allow special exceptions to certain laws, and are granted to worthy citizens in order to increase their worth in service to the Empire. Nearly all imperial activity is enacted through the permission granted by writs, which serve a wide range of purposes.
The forging of a Writ of Power or an Imperial Sanction is a high crime. Writs of Power can only be issued by a relevant High Noble or Guildmaster, but can be revoked by a noble or Guildmaster of equal or higher ranking. Writs of Power are typically re-evaluated on a yearly basis, unless otherwise specified on the writ itself.
Imperial Sanctions are a much more robust version of a Writ of Power. Imperial Sanctions can only be issued by the Emperor or by any of the Grandmasters. They have the highest authority, and will always supersede any other existing writs. There is usually no expiry on Imperial Sanctions.
Types of Writs and Sanctions
- Writ of Dispensation
- Single use Writs of Power that are occasionally issued in emergencies and grant temporary permissions that do not exceed one week. These permissions vary from writ-to-writ and tend to be very specialized or specific.
- Magical Seal of Approval
- Magical Seals of Approval enable citizens to study and use magics from prohibited Spheres. Seals are also required for possession and use of magical items or ritual effects created from these Spheres.
- Magical Seals must be registered with the Conclave unless they are granted by an Imperial Sanction.
- It is illegal to grant a Magical Seal of Approval for Wytchcraft.
- Slaver’s Bill
- A Slaver’s Bill allows the bearer to acquire, trade, sell, and possess slaves. The duration and terms of the Slaver’s Bill will vary. Each Slaver’s Bill is highly customized to the slaver.
- If a Slaver’s Bill is revoked, the ex-slaver is granted a short time, usually 30 days, to re-distribute any slaves that they possess to the nearest Guildmaster of the Labourer’s Guild. The ex-slaver will not receive any compensation for re-distributed slaves.
(No PC may ever possess a Slaver’s Bill).
- Mark of Sufferance
- An active Mark of Sufferance permits the use and or distribution of specific Assassin’s Tools detailed on the Mark.
- All Marks of Sufferance must be disclosed to local members of high nobility unless they are granted by an Imperial Sanction.
- Crimson Mark
- The elusive Crimson Mark represents an authorization to eliminate a specified target and must be kept confidential between the bearer of the mark and the issuing noble, who must be an authorized member of the Seven Crows Assassins Guild.
- The Crimson Mark will always specify the approved method of elimination. Any tools or resources used to satisfy the mark must be authorized by the appropriate Mark of Sufferance.
- The Crimson Mark is only valid after the target has been successfully eliminated. A Crimson Mark bearer will be disavowed if they fail to eliminate the target.
Government
The Emperor is the head of state in Berphaunt, and has the ultimate authority to directly intervene with absolute power in any matter of state across the Empire. He rules from one of his many palaces located within the capital. While the Empire is ruled by an absolute monarchy, its power is tempered by a selection of powerful and influential guilds. The most powerful of these, called the Prime Guilds, are administered by 13 Grandmasters who act as the Emperor’s advisors. These guilds are responsible for many matters of state including but not limited to taxation, the administration of justice, and the safety and well-being of the Empire’s populace. The guilds of the Empire have considerable power, and at times, perhaps more than the monarchy itself. They keep the coin of the Empire flowing and ensure that the wheels of progress turn.
The military however, operates independently from the guilds and takes its orders directly from the Emperor, which has often led to garrisons and local Guildmasters butting heads. Divided into various field armies and a single navy, the military follows a strict hierarchical chain of command. Discipline and obedience are virtues held in higher regard than individual skill or personal courage on the battlefield. At any one time the Emperor commands at least two or three field armies, each of which is anywhere from five thousand to fifteen thousand soldiers strong, with each guarding or engaging in a particular theatre relevant to the Empire’s interests. The military is predominantly a standing professional force, with many full time career soldiers serving alongside auxiliary militia forces drawn from the Empire’s various vassals. In addition to the military, the Empire has invested considerable wealth and expertise into propaganda campaigns across the Empire, the results of which are seen in the imperial army’s ever-increasing numbers and morale. Conscription and drafting has been made illegal, and is sold to the general public as a shining example of failed leadership. The Empire believes that should a crisis arise and her military’s numbers need increasing, her good citizens will rise up to the task on their own, to defend the Empire they love. So far, they have.
The current Emperor is Emperor Louis Berphaunt, succeeding his mother, the former Queen. His former wife Empress Annadonna Cordelle was discovered to be the Firstborn Dragon Shiloth and the two have since parted ways, with the Emperor having his marriage quickly annulled. She did however bear him a single son who is currently under the protection of Sir Kam’raen de l’Cygne, a former Dragon Knight of Shiloth who denounced the false Empress in order to secure the safety of the young prince.
Emperor Louis has had many other children over the years, however all have died or been presumably murdered by the Firstborn Shiloth as she ascended to power through guile and deception. With no living fully Human heirs, the question of succession is foremost in the minds of many imperial citizens and power brokers.
The Guilds
While the concept of guilds may have existed before the Berphauntian colonization of Maud’madir, it was not until after the resettlement that the guilds possessed anything close to the power and influence that they wield today. While history is vague on the details, it is believed that in order to transport the Royal Family and her populars, much was paid and given to the many powerful nobles and houses of the Berphauntian Kingdom in Amaranthia. Those houses that survived established the first official guilds upon the virgin shores of their new home, and they have only grown in influence since. The Empire of Berphaunt houses hundreds, if not thousands of guilds; however only a handful have acquired enough wealth and power to hold influence with the royal court. The Emperor allows for 13 seats to be placed at The Grandmaster’s Table, and each seat on this advisory council is filled by only the most powerful and influential of guilds. These 13 Prime Guilds, facetiously called “The Guild’s Guild” by many commoners, provide the Emperor with a selection of useful Grandmasters to aid his royal court in matters of imperial administration, and to advise him on other matters of import. There are multiple ways for a guild to obtain the rank and prestige of a Prime and be offered a seat at the Grandmaster’s Table, however in most cases it is a result of either accumulated wealth and influence, or the removal of wealth and influence from a current Prime Guild. With this in mind, many small guilds have joined together in an attempt to pool their resources and gain enough influence to rise above their station. Others use more deceptive and unscrupulous behaviour, such as targeted assassinations, theft, and blackmail. Out of the 13 Prime Guilds, there is one Primarius. The Primarius Guild is chosen randomly from the 13 Prime Guilds each year. The Primarius’ responsibilities are to ensure that Grandmaster meetings are held, votes are taken, security is enforced, and dues are paid by the various Grandmasters on time. In the rare event that the current monarch dies or is deposed, it falls to the Primarius Grandmaster to invite the next in line of succession into the King’s Guild, and to collect their dues. Should there be no rightful heir, then it is the Primarius’ duty to choose the next best option for the Empire from amongst the ranks of the imperial nobility. The Primarius is the direct liaison from the 13 Prime Guilds to the Emperor, and as a result holds the most influence amongst them within his court.
There is one guild in particular that sits at the Grandmaster’s Table and holds special import when compared to the rest. If there was any question as to how influential and powerful the Guilds are within the Empire, then that question is answered by the existence of The King’s Guild. The King’s Guild was the first guild to be established alongside the crowning of the first Berphauntian king. Berphaunt law states that no king may be crowned unless he is a member of the King’s Guild, and his dues are paid in full and up to date. In the present day this Prime Guild is more ceremonial in nature, however the old laws still do apply and are still respected. Currently, the King’s Guild has only a single member and every year the Emperor pays his dues to remain in good standing.
Guilds and Organizations
The Grandmaster’s Table is made up of the following guilds.
The Conclave
Grandmaster: Aloysius the Many, Human
The heart of magic within the Empire and arguably the most powerful organization in Maud’madir, the Conclave is the imperial Guild of Magic and its influence throughout the Empire has been instrumental in its expansion.
The Conclave consists of three official towers, the White, Gold and Red Towers. A Black Tower used to stand amongst the White and the Red, however it was disbanded in the year 2253. While Empire vehemently denies the continued existence of the Black Tower, it has become invariably understood that it still not only exists, but that it still yet thrives within the Conclave. Unofficially, of course. You will not find a mage of the Conclave who openly claims to be a member of the Black Tower, but there are many mages who do not appear to not be a member of any of the current Towers either.
These official towers are considered the heart of the Conclave. Outside of this are the multitude of mages guilds, scattered about the cities of almost all empire nations, all of which report directly to the Towers.
In addition to managing the towers of magic, the Conclave is also responsible for drafting and creating laws regarding the use of magic, penalties for its misuse and policing their mages’ actions while they are within the Empire’s borders.
The White Tower
Guildmaster: Vamonora the Clairvoyant, Human
Dedicated to magical education, the preservation of life, and merchanting of both battle and ritual level magic. Members of the White Tower are often teachers and healers, and are called upon to aid areas where a disaster has occurred, be it natural or war. Additionally they handle magical commerce within the Conclave, bartering and trading magic for coins from the various realms within the Empire.
The Red Tower
Guildmaster: Indomitable Onimarim, Human
Members of the Red Tower dedicate themselves to discovering and integrating magic into everyday life for the citizens of the Empire. Their foremost goal is to use magic to better the lives of those around them, whether that be through the proper utilization and integration of magic into the daily lives of imperial citizens, or by employing magic to increase crop yields and avoid blights, or by building better wards to keep necromancers out of graveyards. The Red Tower mages also act as advisors to foreign leaders and people of import, imparting their collective wisdom but also furthering the agenda of the Conclave in that area.
The Gold Tower
Guildmaster: Sagebane, Night Sidhe
Recently unveiled in the year 2264, the Gold Tower is primarily responsible for magical combat and defense. Their primary objective is the utilization of Battle Mages in both the Empire’s expansion efforts, and in the defense of her borders from all threats. The Golden Tower also trains non-mages for their Sentinel program, designed to give non-magic users limited access to the glory of the Conclave by acting as living shields to their partnered mages. Finally, it falls upon the shoulders of the Gold Tower’s mages to hunt down and exterminate Hedge Mages, and to encourage the Empire’s myriad of mage guilds to do the same. This includes the dissemination of information and bounties on known rogue mages that may be passing through particular area as they attempt to escape punishment for their horrific crimes.
The Black Tower
After the mounting accusations of unethical summoning during what has been colloquially dubbed “The Angelic Deconfliction,” the Empire was forced to permanently disband the Black Tower to appease the Gods of Light and their Angelic host. While these accusations have never been proven in a Berphauntian court of law, The Emperor has nevertheless accepted their request in order to better protect the lives of his citizens from their unjust angelic wrath, and to advance his never ending quest for peace. While many of the former Black Tower mages went on to establish the Skein Dominion, those that remained were absorbed into the remaining towers with the stipulation that they would cease their affiliation with their former tower. Contrary to public belief or superstition, the Black Tower was never associated with what the Church of Light might deem “evil” magic. The original goals of the Black Tower were primarily magical research and development, discovering and utilizing new spheres of magic so that they could be analyzed, evaluated and, if necessary, restricted in use.
While the Black Tower no longer officially exists, it is widely believed that this is just propaganda perpetuated by the Conclave itself. In truth the Conclave claims that every mage within their guild must be associated with a tower, however upon closer inspection it appears that the Conclave yet contains a not-insignificant amount of unaligned wizards. Those interested in such matters whisper that perhaps “unaligned” mages are in fact aligned with a tower after all, just one that doesn’t officially exist in the present day.
The Shadow Tower
While the existence of the Black Tower is all but confirmed in the minds of any sane mortal, the Shadow Tower is truly a mystery. Rumours whisper that the tower was established by the Firstborn Shiloth when she assumed power, under the deceitful guise of the mortal Empress Annadonna Cordelle. Some believe that it was her attempt to infiltrate and dismantle the power and influence the Conclave held over the Empire, and to strengthen her own shadowy grip upon the Empire and its resources. Since her defeat and exile from the Empire, there have been no new rumours regarding the Shadow Tower’s existence or activities. However, many believe that, like all mortals in the eyes of Shiloth, it is still a piece on the gameboard, waiting to be played.
The King’s Guild
Grandmaster: Emperor Louis Berphaunt, Human
The first and oldest guild in the Empire. The King’s Guild boasts but one member, the King, or in present times, the Emperor. By Berphauntian law the Emperor cannot take his throne if he is not a current member of the King’s Guild, and up to date on his guild dues. Should the Emperor die, long live the Emperor, or become deposed, then next in line to succession will receive an invite from the current Primarius Grandmaster, and the necessary dues will be collected from the Emperor/Empress in waiting. According to the Administration Guild’s current records, Emperor Louis Berphaunt has prepaid his King’s Guild dues for the next twenty-five thousand years.
Fabrication Totalis, Crafters Guild
Grandmaster: Mirabella Oldengard, Dark Elf
This Crafters Guild is a disparate community of tradespeople and crafters that have come together to pool their varied resources and skills as a single guild, so that they might challenge the might of the stronger guilds by forming a unified front. Traditional trades such as carpentry, woodworking, blacksmithing, weaving, and so on, all compose the varied crafts and finished products that this Crafters Guild can offer.
The Unbreaking Fetters, Labourers Guild
Grandmaster: Augustus the Brawn, Human
This guild focuses on physical and manual labour, providing jobs to the working class as well as monitoring and distributing slaves, indentured servants, and gladiators to those that have coin and need backbreaking work done.
The Abacus, Merchants Guild
Grandmaster: Cederic Tel’don, Ajaunti
This conglomeration of money-centric guilds is the economic backbone of both the Grandmaster’s Table and the Empire itself. They are the banks, moneylenders, storefronts and taxation offices, imposing levies and fines on those that break their laws. Not a single coin passes through an imperial citizen’s hands without the Merchant’s guild getting their cut. Woe to those who attempt to cheat the Abacus and the Empire, for their retribution is both incredibly swift and shockingly harsh.
The Black Barrel, Brewers Guild
Grandmaster: Gjunder Stoutbelly, Mountain Dwarf
The Brewers Guild is a collection of wine, ale and spirit producers (and enthusiasts) that ply their trade to provide the Empire with the alcoholic lubrication required by its citizens after a long day of hard work. If one wonders how a simple collection of booze peddlers could amass such a large amount of power and influence within the Grandmaster’s Table, one only has to look at the sheer volume of coin that is exchanged every second in the taverns and alehouses of the Empire. Nearly every citizen of the Empire enjoys the fermented fruits of the Brewer guild’s labour, and the Empire has recognized the power alcohol has in both pacifying and angering crowds of her citizens. And this is power that they use to the fullest extent.
What is less commonly known about the Brewers Guild is that they are also responsible for almost all of the poison production within the Empire, supplying many of the less ethical guilds and organizations with the alchemies needed to employ their individual trades. One man’s failed batch of Drael’Thalan Wine can be another man’s deadly poison.
Virtue of Paradise Artists Guild: Primarius
Grandmaster: Adeline Everess, Human
The Artists Guild has seen incredible growth since the expulsion of Shiloth, and the relative peace that settled upon the Empire at the end of the Brood War. The Artists Guild has been growing incessantly as the demand for entertainment, parties, music, and dance increases post-wartime. With funds being directed from the war effort back into the hands of the artists, great works of inspiration and architecture are consistently being built, ushering the capital city of Berphaunt into a new cultural renaissance.
Seven Crows Assassins Guild
Grandmaster: Unknown
Arguably the most controversial guild to be officiated within the Empire, the Assassins guild is responsible for the most heinous export the Empire can offer: Death. The Assassins Guild’s leadership circle is cloaked in shadow and mystery, but their usefulness within the Empire is undeniable. Obtaining a writ of power, known as a Crimson Mark, to assassinate a target is no easy task. Like anything within the Empire, it is often mired in layers of bureaucracy and politics. There are also strict rules and regulations that those people chosen as assassins must follow, if they wish to practice their trade in a legal manner. To make matters more complicated, these policies and regulations are not public knowledge and are subject to change as the Empire sees fit. There are a few golden rules that all assassin guilds must follow however:
- Obtaining a Crimson Mark is incredibly difficult. A petition must be made at the local registered assassin’s guild, and if approved, it must be then sent to the Grandmaster’s Assassins Guild for final approbation. If approved, the Crimson Mark is crafted and sent back down for the local guild and distributed to whichever registered assassin is available and of sufficient skill to complete this grim task. The approval process for a Crimson Mark is largely unknown, but both noble and guild politics have seemingly played a major role when one examines the circumstances surrounding Marks that were approved in the past.
- All targets of the Crimson Mark must be given warning. Reasonable attempts must be made towards delivering a calling card to the target, warning them that they have become marked for assassination. The assassin has three attempts to kill their target over the next five days. Should they fail, the Crimson Mark becomes null and void. Local guilds may have their own unique calling cards, but a Crow’s Feather is considered to be a universal symbol and will always suffice.
- The Crimson Mark is only valid once the target has been killed.
Unlike other Guilds at the Grandmaster’s table the Grandmaster of the Seven Crows Assassins is known only to the Emperor.
The Angel’s Corset Courtesans Guild
Grandmaster: Madame Eden, Human
The Courtesans Guild consists of a network of companions, escorts, consorts, and hosts that control and export a tightly linked web of information. They work out of brothels, bawdy houses, the streets themselves, wherever a good time can be had, collecting whispers and selling knowledge as well as companionship. The Courtesans Guild boasts vast annual profits, but its income is secondary to their true purpose in serving the Empire. These guild members are the eyes and ears of the Grandmaster’s Table, and claim to be the original inventors of the coded message system commonly referred to as Thieves Cant. Berphauntian citizens who participate in this line of work are strongly encouraged to join and pay dues to the guild and enjoy the benefits of membership. It is considered dreadfully bad luck not to do so and many accidents have befallen those that refuse to pay their dues.
The ranking system within the guild varies among establishments, but the most well known rank is that of the Provocateur. Courtesans who achieve this rank are highly revered within the Empire’s court of law, and this is primarily a result of their mastery of the powers of seduction. The word of a Provocateur is trusted above nearly any other, short of perhaps the higher nobility. If the Empire suspects that one of their generals is betraying their secrets to the enemy, a Provocateur is called upon to extract the truth using their own specialized techniques. It is said that no living being can resist their charms for long, and as such their testimony in court is regarded as beyond reproach.
Despite their credibility in court, the Courtesans Guild is surrounded by a significant amount of gossip and slanderous talk. Some less reputable citizens have fostered rumours against the Provocateurs and the guild as a whole. Some hearsay suggest that Provocateurs are guilty of spreading false information in order to incite others citizens to crime. The most widespread and long standing rumours are those that suggest or support the idea of a rivalry between the Assassins Guild and the Courtesans Guild. Some of these rumours even suggest that the Courtesans regularly overstep their jurisdiction by performing assassinations without the authorization of a Crimson Mark. The recent death of Duke Wynstone Stroude, the guild’s previous grandmaster, has perpetuated this rumour, especially since his replacement declined to have his disappearance investigated. Shortly after his death, Madame Eden took the guild’s reins with stern efficiency and implemented new disciplinary measures for her immediate subordinates. Within a week of her seizing control of the guild, she negotiated exclusive rights to work with the Brewers Guild. This relationship grants a monopoly to courtesans regarding the sale and distribution of poisons, which has forced the Seven Crows Assassins to set aside any ill-will and work closely with the courtesans if they wish to continue plying their deadly trade. Both guilds vigorously deny these rumours of rivalry.
Scythe and Sickle, Harvesters Guild
Grandmaster: Lyra Fost, Wood Fae
The Guild of Harvesting is primarily focused on obtaining natural resources in their rawest form, and then delivering them to the various manufacturing guilds to be used in their various crafts. This includes but is not limited to logging, mining, farming, and fisheries. Given the Empire’s aggressive expansionist nature, this often leads to confrontation between the Harvester’s Guild and the local Wild Elven and Druidic populations throughout the forests surrounding the capital. As such, there is currently a strong and mutually beneficial partnership between the Harvester’s Guild and the Mercenaries Guild who act as stalwart protectors for the gathering labourers.
Iron Company, Mercenary Guild
Grandmaster: Vidar Torrinson, Einher
The Iron Company is a mercenary guild, founded by the Einher warrior Vidar Torrinsson of Clan Conlan in the year 2236. It has risen from its humble beginnings as a patchwork group of former brigands and barely trained ex-militiamen, to become the largest and most effective mercenary guild on all of Maud’madir. Known almost for their near-religious belief in coin and their steadfast commitment to a contract once signed, the men and women of the Iron Company have been a part of nearly every single conflict of note in recent memory.
Though they are ultimately sworn to their Emperor of Berphaunt as his subjects and will never sign a contract that directly conflicts with his goals, the Iron Company maintains a presence in hundreds of cities and notable settlements, many of which lie outside the confines of the Empire, some even within the lands of its enemies. Their skill and reliability, especially when compared to the low standards that many other mercenary outfits hold, often makes them the first choice for a particular job in lands controlled by the Whiteraven Alliance and other independent nations. Maud’madir itself is divided into five separate areas in which the business of the Iron Company is managed by five officers known as the Iron Lords. All local Chapter Houses report to one of these five officers.
The Iron Company, and the lesser mercenary groups they absorb, are responsible for the distribution of bounties, protection for those that can pay for it, and general policing within most major empire cities.
The Guild of Rule
Grandmaster: Archibald Barton, Human
If there was a guild that contained the unfiltered essence of bureaucratic nightmares, it is the Guild of Rule. It is whispered that even the faithful of Pandora find this particular guild to be a bit much. Members of this guild serve as the Empire’s cadre of judges, law writers, city clerks, and administrators. All members are equally adept at either ensuring efficient and effective progress, or at clogging the system with a perpetually endless supply of red tape and paperwork. No innovative discovery or manufacturing export gets passed without first getting approval from the Guild of Rule. How fast that approval happens depends on who you are, who you know, and how much coin you spend.
Nooks and Crannies, Exterminators Guild
Grandmaster: Clean Gretchen, Human
At first glance one might be surprised by the presence of the Exterminators guild amongst the Prime Guilds. However, across the Empire there is always a tavern that needs rats cleared from its basement, or a passage clogged up with giant centipedes. One might think to themselves this is a task easily performed with a club and some elbow grease, but those who do not employ the Exterminator Guild’s services often find themselves infested with a vermin problem even worse than that they had before. Aside from the extermination of vermin, this guild is also responsible for the cleanliness and safety of local establishments, as well as the general health and wellness of the Empire and her citizens. As such, the guild has always been in business, especially within Berphaunt City itself, where business is always booming and the rats never seem to truly go away.
This constant business has led to the explosive growth of the guild and an expansion of their purviews. The Exterminators Guild is called upon to educate the public regarding matters of hygiene, and to make public health policy. They even have the power to unilaterally shut down entire city blocks if they deem it necessary. The Exterminators are also known for being able to make things disappear, even if the rats never seem to.
Given the age and disposition of the elderly Grandmaster, many Berphauntians have come to light-heartedly refer to this guild as the Nooks and Grannies.
Lesser Organisations
Order of the Golden Swan
Few organizations within the Empire mean so very little and yet so very much, and somehow the Order of the Golden Swan manages to be both. In truth, the Order of the Swan is not so much an order one can join, but rather serves as an order to which you are sent. It is primarily composed of military veterans who have long since outlived their usefulness on the field of battle, yet still wish to serve. The Empire, in its infinite patience, obliges.
Acceptance into the Order is often a formal affair, the aspirant is brought before the highest ranking Swan where an oft-long and drawn out ceremony is played out, finally ending with the pinning of a golden swan medallion on the lapel of their newest member. Once accepted into the Order, the new Swan is a member for life and is given access to the multitude of Veteran Halls throughout the Empire. These halls often serve as major community centers, combining the functions of a pub, games hall, dance hall, bingo hall, banquet hall, and wedding venue to those who cannot afford better. These halls are best known for their cheap ale and half-price wings.
While a majority of the Swans are servicemen and women in their twilight years, there is precedent for non-military personnel to be inducted. In truth, anybody that has done the Empire a great service can be nominated to become a Swan. It is said to be a great honour and refusal is considered a lesser crime. The Empire takes care of those that give selflessly to her cause.
Blood Red Rose
The Blood Red Rose is an ancient secular organization found in nearly every land and kingdom of Arthos. They serve as an incorruptible knightly order whose sole purpose is the protection of the weak and the innocent; farmers, labourers, and those oppressed by tyrannical rulers. Given that mandate, they have not found themselves overly welcomed in the lands of the Empire. The Emperor does not look favourably upon a totally independent armed militia loyal only to their own ideals rather than the magnificent imperial state he has built. While they do exist, their influence and power is constantly challenged and undermined by the guilds. The concept of the “people rising up to overthrow their leaders” is neither welcomed nor supported in the lands of the Emperor. However, they do placate the lower classes and occasionally deal with threats that would require imperial intervention and resources, and as such they are tolerated. Barely. As a result, the Chapters of the Blood Red Rose within the empire tend to be smaller than those outside its borders, and many of the Rose’s Knights choose to keep their membership hidden to better aid the downtrodden.
Nobility
Nobility is either granted by the Emperor or, in the case of high nobility, passed down through the generations by the Empire’s laws of succession. All nobility, regardless of station, swears absolute loyalty to the Emperor above and beyond everything else, including family relations or their ties to the guilds. This difference, while seemingly obvious, plays a key role in how the culture of nobility is expressed within the Empire. While possessing a noble title may afford you land and power within the region, it does not grant you the resources necessary for the upkeep of that demesne. Those resources come from the guilds. This delicate balance that a noble must maintain, between the importance of a noble title and a working relationship with the various guilds in power, is at the best of times, difficult. As a result many nobles strive to work their way up the ranks within the guilds, garnering the best of both worlds.
The benefits of nobility are vast and often differ greatly depending on the particular region within the Empire in which the noble in question resides, but in almost all cases both high and lesser nobility are afforded a certain degree of privilege when navigating the laws. In addition, crimes against nobility are usually punished far more harshly than they would be against a commoner.
The Empire recognizes the following high and lesser noble stations as standard within the Empire. However, given the Empire’s vast size and multiple vassal kingdoms with their own stations of nobility, it is left to the Guild of Rule to match and equalise nobility when required. As an example a Matriarch in Felnir may be matched and considered equal to a Duke in Berphaunt.
High Nobility ranked from highest to lowest:
- Emperor/Empress
- King/Queen
- Prince/Princess
- Duke/Duchess
- Marquess/Marchioness
- Viscount/Viscountess
- Baron/Baroness
Lesser Nobility ranked from highest to lowest:
- Lords/Ladies
- Swans – Considered lesser nobility for the purposes of social affairs and interactions, however in all reality they are afforded no other benefit.
Culture
The Berphantian people are nothing if not opportunistic. Rarely do they tear down cities or structures, instead preferring to repair, maintain and expand upon that which has been conquered or taken. No place is a greater example of this than the City of Berphaunt itself. Built on the eastern coast of Maud’madir and situated around the settlements of their first defeated enemies in this new land, the city has never ceased to expand. Gobbling up land, attaching itself to and then consuming nearby settlements with its industry. All the while the Guilds maintained standards of construction, trade, resources, and of course taking their cut from these exchanges.
Life and culture in Berphaunt revolves around the city of Berphaunt, and it is truly a magnificent sight to behold. The city is crowned by the monumental architecture of the Imperial Palace, which itself is encircled by the three remaining towers of the Conclave. The city below extends as far as the eye can see, with well maintained roads providing speedy and efficient travel throughout its confines. Within the city itself there are all manner of storefronts, warehouses and manufacturing facilities. These rest alongside many taverns, theatres, brothels, and other such establishments where one might whittle away their idle hours. It is often said that if you cannot find someone selling it in Berphaunt, it’s either priceless, or it doesn’t exist. Throughout the territory under Imperial control residential architecture ranges from the most modest of houses, to extravagant country villas that could make even an Angel of Erasmus blush.
Wealth and power are hallmark aspirations of a Berphauntian, the morality of its achievement being far less important than the achievement itself. While the nobility of Lords and Ladies exist in the Empire and their influence is considerable, their power more often than not rests upon the backs of the guilds that support them and the economic might they can bring to bear. The relationship between the guilds and the nobility is one of mutual benefit and the exchange of favours. Any citizen may become a member of the guilds and earn rank through determination, hard work and attracting the right attention. In doing so, they might gain a level of wealth and power similar to that of the Nobility. This particular societal quirk has fostered a culture of familiarity between the common citizen and those of rank, a familiarity not afforded in most other realms. The Lords and Ladies know that the commoner that sits across from them now might one day be doing so as a ranking guild member on another day. However, it is not unheard of for a guild member who has stepped too far out of line to be seen the next day hanging from a Lord’s gallows. They are nobles after all.
In addition to the elite classes at the top, Berphauntian society has numerous social hierarchies amongst its peasants, who are hardly a homogenous group themselves. The lives of peasants differs greatly depending on several factors such as guild membership, the property they might themselves own, and so on.
Perhaps due to the displacement from Amaranthia and the struggle of resettlement earning them enemies from the conquered, Berphauntians value safety and security over freedom and believe that the Empire stands as it does today through the near-universal acceptance and propagation of this belief. Citizens are frequently reminded that if they have nothing to hide, they shall face no issues or problems from those that enforce the Emperor’s will and keep his peace. Those who do have issues with imperial orders and edicts, or those not open with the Empire, are the root causes of the problems felt by their fellow citizens. If all in the Empire simply compiled, then all would be safe, protected, and content. These ideas venture forth from the Imperial Palace and down into the streets of the capitol, flowing like a river throughout any and all towns under imperial control. It is known by all that though the power of the Empire is gargantuan, each member must do their part to keep the gears turning and its people safe, and only total obedience will keep them protected from the many things of Arthos that would see them harmed.
Berphaunt relies heavily upon its magical might, and generally disdains technology and other scientific innovation. The people are told that their hard work and labour holds more value to the Empire than a bunch of flashy technological trinkets, and that the Empire is better served by the arcane powers that the Conclave provides. Though certain Kingdoms around Berphaunt, most notably the Avians, have advanced technology, very little of it is imported or brought into the Empire. There is little doubt the Conclave influences these decisions.
In the Berphauntian mindset it is not enough to simply strive for or to even have wealth and power. It should be displayed to others, and your fellow citizens should be able to tell from a stolen glance that success is your constant companion. This concept is reflected in the colourful, heavily detailed, and often ostentatious clothing of its people. These themes are present throughout the history of Berphauntian fashion. However, the styles and manners of how the clothing is worn or presented is ever changing. The fashionistas of the Artisans Guild may dictate that a particular style that is ‘in’ one year may very well be the height of poor taste in the next. There have even been cases of citizens charged with an ‘offense of good taste’ by members of the guild for displays they found particularly repugnant. There is even an entire holiday purely dedicated to the public display of ostentatious tights, which just goes to show the level to which the Berphauntian people value their public attire and appearance.
Victory Day
Berphaunt is known for its various festivals and holidays, the majority of which are sponsored and run by the guilds, the largest of which is ‘Victory Day’. The origin of ‘Victory Day’ began after the defeat and genocide of their most fearsome enemy, Clan Sprawn. This festival has only grown since that time as more guilds have sponsored various different events that occur during the festival. ‘Victory Day’ is now a week-long event that opens with the ‘Running of Remembrance’. An Orc is enraged and sent through the streets, and the Berphauntians try not to get themselves pummeled while throwing tomatoes at the vicious Greenskin. In recent years, and in light of new victories, a Brood has been added to the Running of Remembrance, which has seen injury rates spike dramatically. Throughout the week the Guilds participate in an ongoing parade that travels through the various residential areas of the Empire, and ends at the Imperial Palace on the last day of the festival. The guilds are placed in the parade in order of least, to most important. This always causes contention amongst the guilds, who vie against one another for the closest position to the finale. More often than not tempers boil over and a brawl breaks out, an event some look forward to in and of itself. Victory Day is celebrated in the Capitol on the last weekend of July, however many local cities and towns may celebrate on the weekend before or the weekend after.
Military
Unlike the Whiteraven Alliance, the Empire of Berphaunt has no need to conscript her citizens into military service, and indeed considers the very idea to be laughable and pathetic. Loyalty and duty compels every man and woman of age to offer their service, and even their lives if necessary, in the protection of the Empire and the expansion of its reach. The Empire preaches that service in the military is proof that anyone, no matter how poor or lowly, can rise above their station and become the hero they were meant to be. All military time is based upon a service contract and recruitment officers exist on virtually every street corner, from the dirtiest slum to the most upscale marketplace.
Propaganda plays a vast and important role in recruitment and the maintenance of morale, both of which are always high within the Empire. These recruiting tactics are so fruitful in bringing in potential soldiers that the Empire itself has declared the concept of drafting to be illegal. The Empire does not need to draft her sons and daughters because, should the regular army not be enough, her citizens will simply do what is right and defend the empire that they believe in. Those who do not offer their time freely risk finding themselves on the wrong end of a recruitment officer’s nightstick, and then as their unit’s perennial latrine mucker.
Vassal kingdoms who have bent the knee have also agreed to contribute all of their local forces and militia to the greater imperial cause, should the need arise. All fighting forces raised or maintained by its vassals belong to the Empire.
The Empire’s military is predominantly land based, although they do own and crew a considerable amount of mighty warships. While they are not nearly as numerous or advanced as the naval ships of Duvain, they are enough to defend the Eastern coast from any and all who would try to besiege her shores. The flagship of this fleet is the Emperor’s own awe-inspiring Juggernaut-class battleship named, “Loyalty”. It is a warship so large it houses smaller battleships within her hull, and even the Empire’s fiercest critics are often begrudgingly impressed by the feat of engineering that it took to craft this colossal vessel.
When mustered, the Empire of Berphaunt can summon over 100,000 active professional soldiers. Combined with their numerous mages and other auxiliaries, they are a most formidable foe.
Much like titles of nobility, the Empire utilizes a standard system of rank within their regular armed forces; however, given the multiple vassal kingdoms with their own stations of rank, it is left to the Guild of Rule to match and equalize when forces combine.
Military Officers ranked from highest to lowest:
- General
- Marshal
- Captain
- Lieutenant
Military Troops ranked from highest to lowest:
- Troops
- Warrant Officer
- Sergeant
- Corporal
- Veteran/Archer
- Recruit
Guild Apprenticeship
An alternative to military service is apprenticeship within a guild. Apprenticeship within a guild can last years, is unpaid, and is often little more than backbreaking labour, but upon completion apprentices are granted the title of Journeyman. This is looked upon as favourably to the noble courts as if they had completed a contracted term of military service. It is rumoured that, like many things in the Empire, the wealthy can simply either buy their rank or journeymanship, but no confirmation of this rumour has ever been documented.