A

Guide to the

Empire of Tyrs




Table of Contents


 

Introduction

 

History of the Empire

Epoch of Human Slavery

Epoch of Freedom Fighting

Epoch of the Republic

Epoch of Woe and War

Epoch of the Empire

 

People of the Empire

Genetics

Social Status

Occupations

 

Citizens

Military Appointees

Apostle

Animator

Assassin

Captain (Sea or Sky)

Centurion

Destroyer

Enhancer

Forger

Legionnaire

Restorer

Scout

Civilian Appointees

Apothecary

Barrister

Beast Binder

Demonologist

Dreamwalker

Enchanter

Elementalist

Explorer

Healer

Knight, Tournament

Knight, Questing

Necrologist

Obliterator

Reverend

Scrivener

Seer

Summoner

Troubadour

 

Non-Citizens

Lawful Occupations

Beggar

Bounty Hunter

Doctor

Farmer

Gladiator

Herder

Laborer

Money Changer

Mortician

Privateer

Merchant

Rat Catcher

Sailor (Sea or Sky)

Scholar

Soldier

Spy

Unlawful Occupations

Brigand

Body Snatcher

Burglar

Cutpurse

Malefactor

Pirate

Poacher

Prostitute

Terrorist

Thug

Tomb Raider

 

Life in the Empire

Governing the Empire

Imperial Government

Provincial Governments

Colonial Governments

Political Factions

Abolitionist

Anarchist

Individualist

Imperialist

Purists

Secessionist

Senatist

Law and the Empire

Imperial Law

Local Laws

Imperial Religions

General Beliefs

Traditional Faiths

Non-Traditional Faiths

Cults

Animal Worship

Pagan Faiths

Imperial Military

 

Realm of Meredia

General Information

Magic

Nodes

Spirits

Base Substances

Components

Gunpowder

Portals

Air Ships

Demons

Necromancy

Piracy

Plagues

Storms

Supernatural Beings

Cultist

Pagan

Vampyre

Wyre-Beast

Non-Humans

Airadin

Aquarian

Beard'on

Canarrin

Decidiun

Elf

Klacton

Minotaur

Orc

Pythian

Rakarrin

Satyr

Weetle

Other Beings

Ergann

Marynn

Troll

Beasts

Carnivorous Crawlers

Crystalteem

Dragon

Mantid

Rat

Reanimant

Wolves

 

Coins & Equipment

 

Conclusion



Introduction

Some say the history of the Empire of Tyrs should be written in blood, but for this document I will settle for ink. The Empire was born of humanity’s hope, but the violent world of Meredia could twist even the noblest of dreams. With dark magic flowing between blighted nodes of magic and corruption spreading across the land, there is little peace and too much war.


Meredia is a realm where demons sow seeds of destruction, hordes of undead spontaneously rise, ghosts haunt lonely ruins and vampyres hunt the night. Shape-shifters and magic-using beasts lurk in the wild areas. Fierce mana-driven storms can destroy whole swathes of civilization. And above it all hangs the Father and the Mother giving life to the realm. . . and the Dead One, the pock-marked lifeless twin of our world that shines in the night, sending its dark energy to wash over the realm and poison everything good.


Humanity was once a race of slaves and barbarians, but we fought for our freedom to become a leading force in the world. Under the guidance of the Eternal Emperor and the elected members of the Senate , the Empire of Tyrs now controls the central continent and has established colonies all over the realm. As an Imperial Appointee you bear the weighty responsibility of protecting humanity and defending the Empire against attack from without and within.


Many in this world desire the destruction of humanity. We are not a sinless people, and kindness is not in the doctrine of the Emperor. I will not deny that our history has been written in blood, but we have always acted in our defense. The Empire fights a constant war against the world, a war humanity is forced to wage by the non-humans. We only hold territories and establish colonies on other continents in an effort to secure our borders from encroachment. In our history, there has never been a generation without an invasion of some part of the Empire. There is no peace for humanity!


Our society is not perfect and some argue we have reached the apex of our glory and are falling fast into anarchy. Despite efforts of the law and righteous citizens, some decadent people turn to heretical cults and demon worship, practicing human sacrifice, cannibalism, ritualistic sadism and other heinous rites to gain strange abilities. Pirates scour the lawless seas in search of easy prey, and brigands and burglars abound wherever the law is lax.


The Empire is a melting pot of diverse human cultures. The untamed tribes of the frozen north, the rustic hamlets of the agricultural south and the sprawling cities in between are vastly different. The people in each Imperial Province have their own styles of dress, mannerism, patterns of speech and their own unique ideology. But each cultural group is woven together into the complex fabric of the Empire and bound together by the will of the Eternal Emperor.


The laws of the Empire may seem inequitable to some and various policies may even be untenable to certain individuals, but the common weal requires that we support the status quo. The survival of humanity depends on the stability of our government and the unity of our society. The Emperor controls the military might stationed throughout the Empire, while the Senate controls the civilian infrastructure; together, in theory, the Emperor and the Senate provide the checks and balances necessary to allow the Empire to exist without fragmentation.


The Empire of Tyrs is the greatest national power in this realm, and possibly the greatest in its history. Ironically, though our economy drives the world market and our soldiers are stationed around the globe, the Empire has never been weaker than it is today. We have grown too secure in our power and divisive in our politics. Various factions struggle within the Empire to further their own personal agendas weakening the foundations of our society.


It seems these days that everyone has a secret. People look the other way when crimes are committed because they do not want to draw attention to themselves and their own questionable dealings. Bribery is commonplace and justice is hard to find. Where is the glory of the Empire today?


The non-humans move against us, the dead rise, demons spawn and natural catastrophes occur with alarming frequency! The survival of humanity lies in the cooperation of our race. The strength of the Empire has always come from the people. From the lofty Citizen to the rabble of society all have their part to play. Soldiers of the Emperor, senate supporters, rebellious revolutionaries and criminals heed my words or it will be too late. We must lay aside our personal differences and join together once again in the common defense.


Barthelmey Brunt

Minister of History

2000


History of the Empire

The history of the Empire of Tyrs is the chronicle of human triumph against constant adversity. Humanity rose from a people of slaves to be the most powerful nation in the realm of Meredia, but their position of power is challenged from every corner of the realm and from those discontents within its own borders. There has never been a decade without an invasion of some part of the Empire or a war between internal political divisions.


As internal strife threatens to tear the Empire apart, the non-human races of the realm, jealous of human success, are moving against human civilization. Their machinations have been subtle, but political, economic and military movements can only mean that another great war is coming.


Epoch of Human Slavery

Three thousand years ago bands of nomadic humans roamed the northern parts of the central continent. They were a simple hunter-gatherer people. They were not capable of working iron and used implements of fire-hardened wood and bone. They lived in huts made with wooden frames covered with hides or wooden long houses with thatched roofs.


In the southern part of the central continent the Beard’ons dwelled in seven spectacular cities connected by a series of roads. High walls surrounded their cities with towers that reached the sky and immense arched gates. Hereditary leaders ruled each of the seven great cities. These families were strong in magic and excelled in trade and diplomacy. Beard’on homes were sprawling estates of polished stone gilded with gold. They had tall spires adorned with beautiful statues and luxurious gardens with reflecting pools.


The Beard’ons were the most powerful civilization in the world and all the races of Meredia paid them tribute. They were masters of magic and created many strange and wondrous inventions. The Beard’ons possessed a vast army (composed mostly of human slaves) and terrible machines of war. No other nation dared challenge them. Since the dawn of recorded history, the Beard’ons supported their society by enslaving humans captured from the north. They worked as domestics, toiled in the fields and served as soldiers.


Epoch of Freedom Fighting

While serving as slaves, a few humans learned to manipulate mana by stealing the knowledge from their Beard’on masters. They formed a secret society of arcane humans and planned a rebellion. Agents of this society traveled north into the wild lands where human barbarians still roamed free and recruited them to the rebellion. The human slaves revolted against their Beard'On masters and the free humans of the north swept down in support. Terrible battles were fought. Atrocities were committed on both sides. The Beard'ons sent arcane plagues upon the humans. The humans responded by slaughtering whole cities of Beard'ons.


As the years passed, the conflict became a war of attrition that the Beard’ons were destined to lose. Despite the Beard'ons' magical ability and terrible machines of war, the humans were many times more numerous.

The last battle took place on a plain northwest of the Beard’on First City. It was constructed five thousand years before and was all that remained unconquered of the mighty Beard’on civilization. Here the remnants of the Beard’on military made their final stand, knowing their cause was doomed. The humans sacked the First City, knocking down every stone and carrying them away to build their own cities.


In victory, humanity was cruel. They hunted down the surviving Beard’ons and murdered them. The humans of the time called it retribution, but it was nothing more than genocide. The ruins of the Beard’ons’ wondrous civilization can be found throughout the southern portion of the continent. Occasionally adventurers still stumble on secret caches of Beard’on inventions, treasure troves and long forgotten tombs.


Epoch of the Republic

Humanity, freed from the shackles of slavery, entered a period of rapid growth and expansion. The great heros of the revolution united their followers into a loose confederation of Provinces, but attacks from the orcs, klactons and other non-human races seeking to gain footholds in the rich and fertile lands of the central continent forced the provinces to continually aid one another.


In time the ties between these Provinces grew closer and the leaders created the Republic of Humanity where each of the Provinces sent representatives to a ruling body called the Senate. The Republic proved an effective government allowing humanity to prosper despite constant attacks against them. The non-humans grew jealous of human success. They had watched the humans destroy the Beard'ons and gain control of the central continent with its vast mineral wealth, fertile lands and mild climate. They saw the humans as usurpers who sought to replace the Beard'ons as the leaders of the realm.


Epoch of Woe and War

The klactons and the orcs were the first to attack the humans; they had entered into a secret treaty known as the Butchers Accord. They planned to defeat the humans and divide the Central Continent between them. Both armies were in a race to reach the heart of the Republic and Consul City. Seeing the success of the orcs and klactons, and not wanting those races to gain control of the entire central continent the rakarrins, canarrin and weetles entered into their own agreement and landed an army on the western part of the central continent.


The Republic of Humanity was hard pressed to defend its borders. The human army, though well trained and disciplined, was not large. Most humans did not choose to enter military service and only ended up there as a result of criminal activity or debt. Assaulted from all sides the lands of humanity were falling fast. The leaders of the Republic began conscripting soldiers throughout the land.


Epoch of the Empire

His name was Tyrs. He was born in the north and conscripted as a child into the legions. He rose to the rank of centurion and proved himself a very capable soldier. The generals defending Republic City panicked on the field of Cambrous twenty miles south of the capital causing the legions to begin a full rout. Centurion Tyrs appeared on a black horse leading his century forward into the retreat. His soldiers marched in perfect time singing the Battle Hymn of Humanity. Their armor shone in the sun; their gideons flapped in the wind. The army rallied around Tyrs and his legion. He led them to ambush the Klactons as they attempted to ford the river Avarice. The Klactons were caught unprepared. Tyrs slaughtered the Klacton host refusing to accept their surrender. He placed the Klacton heads on stakes along the river Avarice.



After the triumph by the river, the soldiers demanded that Tyrs be made the general of the army and the leaders of the Republic were forced to confirm his appointment. Victory after victory drove the Klactons back into the Southern Sea and made Tyrs the hero of the Empire. As other non-human armies continued to plunder human lands and threaten the capital city, the Senate invested all military authority in Tyrs. Tyrs took up this mantel in his cold calculating manner. He would accept no surrender from the non-humans whose armies had plundered humanity. When he defeated them he slaughtered them and ordered his animators to raise the corpses into undead.


Tyrs’ use of necromantic magic horrified the world. Necromancy was the forbidden dark art - a magic having a corruptive essence. To the world Tyrs was an aberration, to humanity he was their savior. Tyrs researched the ancient Beard’on inventions and applied them to war. Tyrs turned jets of flame used to boil water on enemy soldiers. He used gunpowder in cannons and shot fist sized balls of iron into the massed troop formations of his enemies. Tyrs the Terrible the world called him.


After the non-humans were driven from the continent, Tyrs took the battle across the seas and established colonies in the territories of the non-humans. Tyrs used these lands as a buffer to protect the main continent. The Senate crowned Tyrs Emperor for life in year 1 of the Imperial Calendar, but when Tyrs did not die he became the Eternal Emperor. The first Apostles claimed the Emperor ascended to immortality to be the divine guardian of humanity. Imperial dogma teaches the Empire will endure for as long as Tyrs exists and should he be destroyed so shall humanity.


All those who fought in the defense of the Republic were granted citizenship in the Empire of Tyrs. Citizenship was a reward to those who defended humanity and they were afforded many privileges not available to those who did not serve. Citizens can vote, hold public office and pay no taxes anywhere in the Empire.


People of the Empire

The Empire is a melting pot of diverse cultures. The wild lands of the north are homes to barbarian tribes, while the southern parts of the Empire are dotted with peaceful little towns. The great heartland of the Empire contains sprawling cities.


Genetics

By accident of birth the people in Meredia can be divided into three groups: Arcane, Mundane and Supernatural.


Arcane and Mundane

All people are either born with the ability to manipulate mana, thus being called Arcane, or they are Mundane and do not have this ability. Only Arcanes can learn extraordinary skills. Arcane people can do extraordinary feats, perform rituals and procedures, mix compounds, brew poisons, fashion items, scribe runes, draw glyphs and set traps. They can also cast spells, prayers and powers or learn all the knowledge commonly available to the world. Being Arcane does not allow a person to learn abilities. Mundane people can only perform ordinary feats, set traps and learn the knowledge commonly available to the world. They cannot manipulate mana and therefore cannot use any of the other skills known to the world.


Supernatural

All beings have a certain set of abilities that they can perform which are innate to their physical form. For example, humans can breath air, walk on two legs, manipulate their environment with their hands. These are the abilities of a “normal” human. When people somehow go beyond what they can normally do they are called “supernatural.” For example, if a human gains the ability to fly he is called supernatural. Supernaturals in the world of Meredia include cultists or pagans who have learned abilities and people who have changed into vampyres and wyre-beasts.


Social Status

The people of the Empire can also be divided into various groups according to their social status within the Empire.

Citizens: Citizens are arcane humans who have served the Empire and are afforded a number of benefits, such as participation in the government and freedom from taxes.

Appointees: Appointees are arcane humans who are serving the Empire as Military or Civilian Appointments.

Non-citizens: Non-citizens are generally mundane humans (about two-third of the population) who work in various lawful jobs throughout the Empire.

Barbarians: Barbarians are humans who live in the wild areas and are not considered “tamed” by the Empire, but nonetheless support the Empire to gain mutual support during attacks by the non-humans and aid during natural catastrophes.

Malefactors: Malefactors are Arcane humans who have forsaken the common good and follow cults or pagan practices (A disappointingly large percentage of the population). The have illegally learned extraordinary skills.

Criminals: Criminals are Mundane and Arcane humans who engage in unlawful occupations.

Non-Imperials: Mundane and arcane non-human visitors to the Empire (a small portion of the population).


Occupations

People in the Empire practice various occupations. These occupations often denote their social status and can lead to great wealth and promise. Below is a list of occupations common to the Empire. Each occupation requires a person to learn all of the listed skills before they can declare themselves a member of that occupation.


People practicing an occupation are not limited to only these skills. The listed skills represent the “core” of the occupation that all members must know. For example, a Legionnaire must initially learn critical strike I-II, parry I-II, military knowledge and the polish armor ritual, but provided they learn these skills they can learn any weapon style or other skills they desire. Some Legionaires prefer to specialize in blunt weapons that break limbs, while others prefer slicing weapons.


There is no limit to the number of occupations that a person can follow during their lives. However, Military and Civilian Appointees may not practice occupations in the other category until they retire from one after a successful completion of their duties. Provided a person is an Appointee or Citizen they are allowed to learn any skills they desire. If a person is a non-citizen they cannot legally learn extraordinary skills and doing so will subject them to punishment. Extraordinary skills are marked in italics. Mundane persons cannot learn extraordinary skills and will only have a limited number of ordinary skills available to them.


Citizens

Citizenship is an honor reserved for those who swear an oath to serve the empire. All persons seeking citizenship must serve the Empire as an Imperial Appointee for the required number of years. Military appointees serve three years, while civilian appointees serve for five years. After performing this duty, the Imperial Appointee’s citizenship is confirmed and he may at any time thereafter retire from service. Only confirmed citizens can serve as Senators, Governors, Justicons or Generals. All citizens must be arcane. Historically, it was the Arcanes who rose up to lead the rebellion. Being arcane gives citizens access to power that may be used to defend the Empire.


Military Appointees

These individuals are part of the Imperial Military Command. They answer to the Emperor and the local Governors of the area in which they reside. During their induction into service all Military Appointees are given a permanently enchanted weapon to use to defend the Empire. The rationale is that these weapons will save the Empire tremendous amounts of powder to enhance they weapons for use against the enemies of the Empire. Possession of an permanently enchanted weapon by any person (citizen or otherwise) who is not an Imperial Military Appointee or retired from the military is unlawful without written authorization from the Emperor. The weapons are forged in the Imperial City by Artificers who specialize in the creation of artifacts, gadgets and other magics or technologies.


Military Appointees support the Emperor and must follow the orders of the Governor or local General. They understand the need for discipline and realize the fragmentation of the Empire means doom for the human race. Military Appointees must complete three years of service before they may retire with the rights of a confirmed citizen. They may serve as Councilors on local democratic bodies (colonies, cities and towns) while serving their appointment. After being confirmed as citizens they may serve as Senators, Governors, Generals or Provincial Councilors.


Most Military Appointee belong to a military unit called a Century. A Century is composed of 100 mundane soldiers, led by a Centurion who is the highest ranking Military Appointee in the Century. The Century is supported by a host of other Military Appointees. All members of the Century report directly to their Centurion and the Centurion reports to the closest Governor. Occasionally, Military Appointees will be assigned to a small unit to complete various missions, or even less commonly sent out as individuals for a specific mission. Smaller units or independently operating Military Appointees report directly to the closest Governor.


All Military Appointees must fulfill their full term of service. Desertion is considered one of the worst crimes and Appointees found guilty without mitigating circumstances are generally obliterated. Failure to follow orders can mean death or worse.


Apostle

Apostles bless the troops and provide religious guidance to the century. Apostles generally portray the Emperor as a divine entity and create a faith for members of the century to worship. Apostles train with weapons and learn ritual magic to augment the century. Every century has one Apostle.

Feats: willpower I

Knowledge: bandage, pray, spiritsense, theology, weapon

Prayers: banish, command spirit, dispel

Rituals: divine baptism, divine mass, weapon (spiritual), summon devout


Animator

Animators raise the dead to reinforce the century. Every citizen and appointee pledges his body and soul to the preservation of the Empire and the protection of humanity. Every century has one animator. Animators are not allowed to leave the Imperial Military or become confirmed citizens. When an animator’s enlistment ends, the animator retires to a remote mansion where they are cared for at the Emperor’s expense until they die. The raising of corpses by anyone other than an Animator in military service is prohibited by law and carries a sentence of obliteration. Sometimes Animators will go renegade especially after they have spent a few years in the boredom of retirement.

Feats: parry I, willpower I

Knowledge: bandage, climb I, embalm, fatal blow, forensics, military, pray, occult, spiritsense, theology, weapon

Rituals: bone, ground (raising), raise corpse, undead visage

Spells: command spirit, command undead, raise undead I


Assassin

Assassins murder in support of the Century. They are clandestine operatives trained to operate under a variety of conditions. Every century has one Assassin.

Feats: assassination I, elude I, parry I, pursue I, surprise strike I, waylay I

Knowledge: balance, bandage, climb I, fatal blow, leap, pick locks, rumors, splint, swim I, throw, weapon

Rituals: stealth games

Captain (Sea or Sky)

Captains are military leaders trained to sail ships on the sea or in the sky. They command a ships complement of sailors and various other supporting Military Appointees. All captains are part of the Imperial Navy and have complete control over their ship. They are responsible to Governors in the local area when on a coastal assignment or to Imperial Admirals who command the navy. Captains will design specific symbols for their ships and uniforms for their crews.

Feats: parry I, willpower I

Knowledge: balance, bandage, climb I, fatal blow, military, navigate, splint, swim I, throw, weapon

Rituals: heraldic induction, heraldic uniform, review engagement

Centurion

Centurions lead units called Centuries that have up to 100 mundane soldiers and various other supporting Military Appointees. Most centurion train to lead troops in combat on land and are part of the Imperial Army. They are responsible to Governors in the local area or if part of a larger force they answer directly to the general of their assigned army. Centuries will design specific symbols for their centuries and uniforms for their soldiers.

Feats: parry I, willpower I

Knowledge: bandage, climb I, fatal blow, military, navigation, swim I, throw, weapon, wear armor I

Rituals: heraldic induction, heraldic uniform, review engagement


Destroyer

Destroyers are battle mages who specialize in magic that causes damage, injury and death. Every century has at least one destroyer.

Feats: negate I, recover I

Knowledge: bandage, climb I, fatal blow, occult, spiritsense, swim I, weapon

Rituals: dispel magic, invocations

Spells: dispel, missiles, disintegrate


Enhancer

The enhancer specializes in military enchantments. Every century has at least one enhancer.

Feats: negate I, willpower I

Knowledge: appraise, bandage, occult, spiritsense, weapon

Rituals: dispel magic, misdirect, proof (projectile), weapon (elemental)

Spells: banish, disenchant, sense magic


Forger

Forgers fashion weapons, armor and shields for the soldiers by using the force of mana. Every century has at least 1 forger who will often supervise a complement of mundane smiths.

Fashioning: fashioning I-II

Feats: parry I, strength I-II

Knowledge: bandage, biology, climb I, fatal blow, geology, repair, swim I, weapon

Rituals: enchant item, repair item, weapon (sharp)


Legionnaire

Legionnaires train the rank and file mundane soldiers of the Century. Veteran legionaries are some of the most powerful fighting men in the world. A legionnaire must follow the orders of the centurion who is his direct superior.

Feats: critical strike I, parry I-II, strength I, willpower I

Knowledge: bandage, climb I, fatal blow, military, rumors, splint, swim I, weapon, wear armor I

Rituals: marching, polish armor


Restorer

Restorers train in the arts of magical healing. They can heal wounds and restore the dead to life. The greatest adepts can spiritquest. Every century has at least one Restorer.

Feats: willpower I

Knowledge: bandage, fatal blow, medicine, spiritsense, splint, weapon

Rituals: ground (healing), restoration, spiritquest

Spells: heal


Scout

Scouts lead the mundane soldiers assigned to the reconnaissance unity within the century. They are experts at stealthy movement. There is at least one scout for each century.

Feats: elude I, pursue I, waylay I

Knowledge: bandage, climb I, disarm trap, fatal blow, leap, navigation, splint, spiritsense, survival, swim I, throw, tracking, weapon

Rituals: perimeter, stealth games

Traps: traps I


Civilian Appointees

These are citizens who support the Senate and the local democratic governing body. They are part of the bureaucratic infrastructure that allows the Empire to function. Civilian Appointees must complete five years of service before they may retire with the rights of a full citizen. They may serve as Councilors on local democratic councils (colonies, cities and towns) while serving their appointment. After being confirmed as citizens they may serve as Senators, Governors or Provincial Councilors. They are directly responsible to the closest democratic body that governs the area in which they reside. The locale ruling body has authority to require Civilian Appointees to perform any service to the community they deem necessary for the betterment of the community. Civilian Appointees do not receive a permanently enhanced weapon, they are not considered part of the military and the Governor has no power to order Civilian Appointees.


Apothecary

Apothecaries mix and brew magical compounds and poisons. Their knowledge of the interaction of chemicals on body processes is astounding.

Compounds: liquids I, pastes I, vials I

Feats: willpower I

Knowledge: bandage, biology, chemistry, detect poison, geology, spiritsense, throw, weapon

Poisons: poisons I

Procedures: preservation, restoration, purify blood


Barrister

Barristers are courtroom advocates who prosecute and defend accused criminals or represent clients in non-criminal matters within the Imperial Court system. Trained Barristers are the only persons allowed to interpret Imperial Law and serve in judicial positions or represent clients in the Imperial Court. Interpreting laws by non-barristers is a crime. Barristers train to be masters of manipulation. Some pursue justice and right, while others seek only to accrue greater wealth.

Feats: conceal I, willpower I

Knowledge: appraise, law, performance, politics, rumors, spiritsense, weapon

Spells: amnesia, emotion


Beast Binder

Beast Binders are naturalists who seek to understand the wild world and are hunters of vicious arcane beasts. They travel the Empire and the fringes of civilization protecting threatened communities and attempting to command nature when it rampages out of control.

Feats: parry I

Knowledge: bandage, biology, climb I, forestcraft, meditate, leap, navigation, splint, survival, swim I, tracking, weapon

Powers: command mammal


Demonologist

Demonologists hunt and destroy demons that form in the world of Meredia. They are experts in the occult and well practiced in cleansing haunted areas.

Feats: negate I, parry I, willpower I

Knowledge: bandage, climb I, occult, theology, spiritsense, splint, swim I, weapon

Rituals: dispel magics, return, weapon (spiritual)

Spells: banish


Dreamwalker

The dreamwalker communicates over long distances by sending dreams to others. They are paid by persons to send correspondences that cannot be trusted to Imperial mail services.

Feats: willpower I

Knowledge: bandage, enigmas, meditate, occult, psychology, spiritsense, splint, weapon

Rituals: curse, dreamsending, talisman

Spells: banish


Enchanter

Enchanters are mages that specialize in placing helpful magics on people and items. They are sought after by adventures and explorers.

Feats: negate I, willpower I

Knowledge: appraise, bandage, occult, spiritsense, weapon

Rituals: dispel magic, misdirect, utilities, wand

Spells: banish, disenchant, sense magic


Elementalist

Elementalists are mages that specialize in manipulating the four worldly elements of fire, water, air and earth.

Feats: negate I, parry I, willpower I

Knowledge: appraise, bandage, geology, spiritsense, weapon

Rituals: summon elemental, weapon (elemental)

Spells: command elemental, elemental damage (flare, frost shards or shock), missiles


Explorer

Explorers press civilization into the deep wilderness and unchartered areas of the world. They seek out new mineral wealth, undiscovered fertile lands and old ruins. They lead settlers into these areas and help to establish colonies for the Empire.

Feats: parry I, strength I, willpower I

Knowledge: bandage, climb I, disarm traps, geology, history, leap, navigation, pick locks, rumors, spiritsense, splint, swim I, survival, throw, tracking, weapon

Rituals: bridge, scry


Healer

The healer uses magic to heal wounds and injury. Magical treatments are very expensive and the average person goes to mundane doctors for treatment. Healers are some of the richest people in the realm. They literally hold of power of life and death in their hands.

Feats: willpower I

Knowledge: bandage, biology, climb I, medicine, spiritsense, splint, weapon

Rituals: restoration, return, spiritquest


Knight, Tournament

Tournament knights compete in the tournament circuit, which starts as soon as the spring rains end and lasts until the harvest. The tournaments are gala affairs in which the knights compete in jousting, archery and grand melees. Some knights outfit themselves, but many are supported by wealthy patrons. Knightly tournaments are the entertainment of the wealthy.

Feats: critical strike I, parry I-II, willpower I

Knowledge: bandage, climb I, politics, splint, throw, weapon, wear armor I

Rituals: polish armor, tournament, weapon (sharp)


Knight, Questing

Questing Knights are paid by wealthy patrons to undertake certain quests. They often travel great distances to compete the tasks assigned to them, which can be as varied as slaying a dragon or rescuing a princess.

Feats: critical strike I, parry I-II, willpower I

Knowledge: bandage, climb I, navigation, splint, swim I, tracking, throw, weapon, wear armor I

Rituals: polish armor, weapon (sharp)


Necrologist

Necrologists study the tides of dark magic that flow through the realm. They also hunt and destroy the undead spawned by these energies. The magical world of Meredia is plagued by corpses that rise of their own accord and the necrologists are working to end this scourge. Necrologists do not learn necromantic magic, because they understand that learning the black art will eventually corrupt them. Their goal to prevent the corruption of the world and reestablish the natural order to prevent a necromantic Armageddon that may occur if the violence in the world continues. Necrologists sometimes specialize in the hunting and destruction of one form of undead.

Feats: negate I, parry I, willpower I

Knowledge: bandage, climb I, embalm, forensics, occult, study, spiritsense, splint, swim I, weapon

Rituals: dispel magic, return, weapon (spiritual)

Spells: banish, command spirit, destroy undead


Obliterator

Obliterators work for the Imperial Court. Their sole task is to destroy the spirits of criminals punished by the Imperial Court. They often travel with Imperial Judges. Obliterators can only perform obliterations with a Writ of Authorization from the Emperor. Only Obliterators may learn the skill Obliterate, others with the skill are sent to the Void.

Feats: willpower I

Knowledge: astronomy, bandage, biology, climb I, crime, embalm, fatal blow, investigation, law, pray, sense aura, spiritsense, theology, weapon

Rituals: deform, eulogy, obliteration, requiem

Prays: command spirit, damnation


Reverend

Reverends are allowed to create their own faiths in the Empire. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed.

Feats: recover I, willpower I

Knowledge: appraise, bandage, theology, spiritsense, splint, weapon

Prayers: banish, bless, command spirit, dispel

Rituals: devotions, divine baptism, divine mass, divine shrine, weapon (spiritual)


Scrivener

Scriveners write and copy imperial documents. They specialize in scripting runes of protection and drawing powerful glyphs.

Feats: parry I, willpower I

Glyphs: glyphs I

Knowledge: bandage, fine arts, literature, weapon

Rituals: rune stone, runic inscription, runic pendant

Runes: rune I


Seer

Seers specialize in divination and scrying. They are often consulted before any important decision can be made.

Feats: willpower I

Knowledge: astronomy, bandage, history, occult, spirit sense, theology, weapon

Rituals: seance, scry


Summoner

A summoner specializes in the conjuration of magic beings.

Feats: negate I, willpower I

Knowledge: astronomy, bandage, climb I, occult, spiritsense, study, swim I, weapon

Rituals: conjure attendant spirits, creation circle, dispel magic, summon elemental

Spells: banish


Troubadour

Troubadours are Imperial Entertainers. They are proficient jugglers and acrobats who are trained in songs and oral histories of the Empire. The have ballads that produce magical effects.

Ballads: ballads I

Feats: parry I, willpower I

Knowledge: appraise, fine arts, performance, rumors, spiritsense, throw, weapon

Rituals: dirge, storytelling



Non-Citizens

Non-Citizens are freemen who choose not to serve the Empire as Imperial Appointees or who are unable to serve because they are not arcane. Not every person can meet the requirements of citizenship, but they can lead very successful and prosperous lives within the Empire. Non-citizens are not allowed to learn or practice arcane skills even if they are capable (because they are arcane). Learning and practicing arcane skills illegally is called Malefaction. Non-citizens found knowing arcane skills are generally obliterated, but some provinces and localities have Malefactors deformed by soul scarred the letter "A" on their right cheek. This identifies them as an arcane non-citizen. Some remote places just strip them of everything they have and run them out of town.


Lawful Occupations

There are unlimited ways for people to make their way in the Empire of Tyrs. These are only a few of the lawful occupations that have been practiced.


Beggar

Begging is allowed throughout the Empire, but Beggars are arguably the lowest class of non-citizens. Some localities establish beg-free areas of the city.

Feats: elude I

Knowledge: appraise, bandage, crime, fatal blow, rumors, throw, weapon


Bounty Hunter

Bounty hunters apprehend fugitives from the Imperial Courts. They are paid when they bring the accused in for trial. Bounty Hunters follow their own code of conduct within Imperial Law.

Feats: parry I, pursue I, waylay I

Knowledge: appraise, bandage, crime, fatal blow, rumors, spiritsense, throw, tracking, weapon


Doctor

Doctors care for the sick using mundane medicine and surgical practices. There are not many hospitals and clinics in the Empire as healers generally control the practice of medicine in the large cities. Most doctors are country physicians practicing medicine in small towns. They often have to travel to remote places to treat the sick and injured.

Feats: willpower I

Knowledge: bandage, biology, climb I, fatal blow, medicine, splint, swim I, surgery, weapon


Farmer

Farmers earn their living through agriculture. A large majority of non-citizens practice this occupation. Most farmers work communal properties or the properties of a wealthy citizen, but there are a fair number of old farming families that own vast estates with hundreds slaves.

Knowledge: astronomy, bandage, biology, climb I, geology, swim I, weapon


Gladiator

Gladiators fight in local games for the entertainment of the common people. They are often cruel, bloody spectacles, where non-humans are fed to arcane beasts as pre-shows and men and women fight to the death at the bequest of chanting crowds. A few great fighters have become known throughout the Empire, but most meet tragic ends in the pursuit of glory.

Feats: critical strike I, parry I-II, strength I

Knowledge: appraise, bandage, brawling I-II, climb I, fatal blow, splint, swim I, throw, weapon, wear armor I


Herder

Herders care for domesticated animals. Most herders work for wealthy citizens, but there are a few independent operations in the more remote areas.

Knowledge: appraise, bandage, biology, climb I, splint, swim I, weapon


Laborer

Laborers are those who perform heavy work such as harvesting, logging, masonry and so forth. They comprise the largest majority of the population.

Feats: strength I-II

Knowledge: balance, bandage, brawling I, climb I, rumors, splint, swim I, weapon


Money Changer

Every town in the Empire needs a money changer whose responsibility it is to convert various coins of the realm into acceptable local currency. Money Changers do not print money or strike coins, but they may act as a banker and change-maker. If he is unscrupulous he may also act as a money-shaver or counterfeiter.

Feats: willpower I

Knowledge: appraise, forgery, mathematics, rumors, weapon


Mortician

The mortician cares for the dead and in a world where the dead rise spontaneously this job is extremely important. The mortician embalms the body to ensure the dead does not rise. They also cosmetically prepares bodies to be displayed for funerals. Many Morticians go on to gain appointments to the Imperial Military as Animators.

Knowledge: bandage, biology, chemistry, embalm, fatal blow, forensics, spiritsense, theology, weapon


Privateer

Privateers are a non-military ship captains who are issued a Letter of Marque from the Empire and are allowed to attack non-human or pirate ships for profit. The rest of the world sees them as no different from pirates. Many humans see them as heros protecting the Empires economic supremacy.

Feats: critical strike I, parry I

Knowledge: appraise, balance, bandage, bindings, climb I, crime, fatal blow, navigate, rumors, swim I, vehicle (ship), weapon


Merchant

Merchants earns a living through trade. Some own stores where customers purchase their wares, but other merchants travel in caravans from town to town selling items.

As lawlessness becomes more common in the Empire of Tyrs the life of a merchant is increasingly risky. Merchants have to learn how to defend themselves.

Feats: willpower I

Knowledge: appraise, bandage, crime, forgery, navigation, weapons


Rat Catcher

Rat Catchers patrol the streets and sewers of Imperial cities and larger towns hunting rats and other vermin. In the Empire rats of all sizes are a major problem. They carry all sorts of disease, and some can be as big as a man. Keeping the rat population down to a manageable level is a constant struggle for the rat catcher.

Feats: elude I, parry I, pursue I

Knowledge: appraise, bandage, biology, climb I, crime, fatal blow, swim I, tracking, weapons


Sailor (Sea or Sky)

Sailors serve on imperial ships. Sea sailors are often recruited by impressment from coastal towns. Sky sailors are chosen from the best recruits in the Imperial Navy. Sailors are trained on ship.

Feats: critical strike I, parry I

Knowledge: appraise, balance, bandage, bindings, climb I, fatal blow, throw, swim I, vehicle (ship), weapon


Scholar

Scholars are the keepers of the knowledge of the Empire. They are the caretakers of the Imperial Libraries, the researchers and the writers of history.

Feats: willpower I

Knowledge: appraise, astronomy, biology, chemistry, enigmas, fine arts, gaming, history, mathematics, literature, theology


Soldier

Soldiers fight in the imperial legions. They are often conscripted and placed into centuries befitting their character and ability.

Feats: critical strike I, parry I

Knowledge: bandage, brawling I, climb I, fatal blow, military, swim I, throw, weapon, wear armor I


Spy

Spies are paid informants. They are generally household servants, military personnel or government administrators, but occasionally a flamboyant figure becomes an unlikely spy. Spies need to learn a unique set of athletic skills, how to climb up walls to listen at windows or to sneak across moats.

Feats: elude I, parry I, willpower I

Knowledge: balance, bandage, climb I, fatal blow, forgery, leap, rumors, pick locks, swim I, weapon


Unlawful Occupations

In every society there are criminals, revolutionaries and desperate people, but on the fringes of the Empire crime and subversion are commonplace.


Brigand

Brigands rob travelers along the highways of the Empire. Most brigands form into bands and follow a brigand leader. In the wilder areas of the Empire some of these bands can have three or four score members and often require an imperial legion to defeat them.

Feats: critical strike I, parry I, waylay I

Knowledge: appraise, bandage, climb I, crime, rumors, swim I, throw, tracking, weapon


Body Snatcher

Body snatchers steal corpses from fresh graves or claim bodies of persons without family. Some body snatchers sell the cadavers to medical training institutions, but most corpses go on the black market to be sold to renegade necromancers, malefactors, cultists, mad scientists or other persons in need of fresh corpses.

Feats: elude I

Knowledge: appraise, bandage, climb I, crime, disarm trap, forensics, occult, rumors, throw, weapon


Burglar

Burglars break into homes and businesses intending to steal. The gulf between the rich and the poor is great and getting larger every year. Crime in all of the Imperial Cities is on the rise.

Feats: parry I

Knowledge: appraise, bandage, climb I, crime, fatal blow, pick locks, rumors, weapon


Cutpurse

The cutpurse, or pick pocket as they are called in Provinces where people carry billfolds are petty criminals who survive by slight-of-hand theft. Most are little more than small time urchins, but some rise to control large gangs of street thieves.

Feats: dodge I

Knowledge: appraise, bandage, climb I, crime, fatal blow, rumors, sleight-of-hand, weapon


Malefactor

Malefactors are individuals who learn arcane skills illegally. They are subject to arrest and prosecution. They are often obliterated, but sometimes branded with an “A” on their face. Malefactors must have at least one arcane skills (Extraordinary Feat, Ritual or Procedure, SP&P, etc) as well as the following knowledge.

Knowledge: appraise, bandage, climb I, crime, fatal blow, occult, rumors, spiritsense, splint, swim I, weapon


Pirate

Pirates attack ships on the open seas and plunder small coastal towns. Pirate crews are often multi-racial groups who elect their captains. They call no port home and attack all nations equally. They have formed a brotherhood of sorts and have established pirate havens where all pirates are welcome. The symbol of the pirate is the skull and cross bone. All pirates tattoo this symbol somewhere on their body. It’s a death sentence if the pirate is captured by the authorities.

Feats: critical strike I, elude I, parry I, surprise strike I

Knowledge: appraise, balance, bandage, bindings, climb I, crime, fatal blow, navigation, splint, swim I, vehicle (ship), weapon


Poacher

Poachers hunt on protected expanses of land for their own consumption or for sale to others. In years of famine the poacher can become wealthy.

Feats: critical shot I

Knowledge: appraise, bandage, biology, climb I, biology, fatal blow, navigation, swim I, throw, tracking, weapon (bow)


Prostitute

Prostitutes ply the oldest trade known to the realm; they give love for money. From the poorest street-walker to the most exclusive escort the prostitute can always find ready work.


Prostitution is not against the law and prostitute do not get arrested or prosecuted by government officials, but the majority of the people in the Empire find prostitution immoral and hence its listed under the unlawful occupations.

Feats: dodge I, waylay I

Knowledge: appraise, bindings, climb I, crime, fatal blow, performance, rumors, throw, weapon


Terrorist

Terrorists use acts of violence to compel people to acquiesce to their desires. They often have a political, cultural or religious beliefs as their motivations. Terrorist are becoming more popular in Meredia.

Feats: critical strike I, parry I

Knowledge: appraise, bandage, climb I, crime, demolitions, fatal blow, psychology, rumors, swim I, throw, weapon


Thug

The thug is the commonest criminal and the least likely to run afoul of the law. Thugs run protection rackets, intimidate other criminals and serve as bodyguards for criminal leaders.

Feats: critical strike I, break I, parry I, strength I-II

Knowledge: appraise, bandage, climb I, crime, fatal blow, gambling, pick locks, rumors, throw, weapon


Tomb Raider

Tomb raiders make their living by stealing from tombs, graves and mausoleum. The wealthiest tombs have the most dangerous defenses. Tomb raiders survive by athletic grace, uncanny stealth and cunning wit.

Robbing tombs is a very dangerous, but often lucrative occupation. There are countless Beard’on tombs located all across the southern part of the continent in inaccessible valleys, dark swamps, forgotten moors, high mountains and even deep underneath human cities. Beard’on always trapped and cursed their tombs with their powerful magic.

Feats: dodge I

Knowledge: appraise, bandage, climb I, disarm trap, fatal blow, history, leap, occult, rumors, theology, spiritsense, swim I, throw, tracking, weapon



Life in the Empire

Life in the main provinces of the Empire is fairly stable. Life in the colonies is hard and fraught with danger.


Governing the Empire

The Empire is composed of the Imperial City, the original Provinces, a number of additional Provinces added in the years after the Empire was founded and an ever changing number of colonies as the Empire works to expand its reach. Many colonies are destroyed by the enemies of Humanity, but some fail for economic or social reasons.


Imperial Government

The Empire is ruled by the Eternal Emperor and an elected body called the Senate who meet in the great Imperial City located near the center of the continent. The Eternal Emperor has ruled the empire for over two thousand years. It is said that he has the essence of over ten thousand humans within him. He is believed to be an Avatar of the imperial faith that worships the Emperor as a deity.


The Senate is an elected body of distinguished confirmed citizens. Each province sends three to nine Senators to the Senate. Each colony sends one to three Senators. It is customary for colonial Senators to vote on issues by proxy or absentee ballot. The relationship between the Emperor and the Senate is tenuous at best. The Emperor controls the Imperial Military. The Senate controls the population. They are responsible for taxes, funding, road building, entertainment, construction and so forth.


The Senate and Emperor have been at odds many times. There have been cases where the Senators have conspired to overthrow the Emperor and there have been times when the Emperor has openly slaughtered Senators who were suspected of conspiring to undermine his authority. The truth is that the Empire needs both to survive. The Senate maintains society, but the Emperor protects the people. Both sides know that an interruption of the status quo would mean destruction for humanity. Both sides maneuver against each other, but neither can gain the upper hand because there are enough people to realize the truth.


Provincial Governments

Each Province is ruled by an Imperial Governor who is supported by the Council of Esteemed Citizens called a Provincial Council. Members of the Provincial Council, known as Provincial Councilors, are elected by residents of the Province and serve for three year terms. Provincial Councilors may only be selected from confirmed citizens. The Provincial Council is presided over by the Senators of the Province. Senators represent the Provincial Council in the Imperial Senate. Senators must be confirmed citizens and are elected for three year terms by the residents of the Province. Each province has three to nine Senators depending on the population of the Province. The Senators select from their numbers the Council Chairperson for that meeting.


Colonial Governments

Each colony operates under guidelines stated in an Imperial Charter issued by the Emperor and ratified by the Senate. Most colonies start as a small town in a wild area of the world that is not on the central continent.

The colony is administered by a Governor who is supported by a Council of Esteemed Citizens called Colonial Council.


The government of a colony is very similar to that of a Province. The Imperial Governor is appointed by the Emperor, ratified by the Senate and serves a one year term. The governor must be a confirmed citizen. Every Colony has a Colonial Council that supports the Governor and provides representation in the Imperial Senate.


The Colonial Council is composed of a specified number of elected persons, generally twelve. Its members are called Colonial Councilors and they are elected by residents of the colony each November and serve for one calendar year unless they are removed. Colonial Councilors (unlike Provincial Councilors) do not have to be confirmed citizens, but they must be at least Imperial Appointees. Non-citizens are not allowed to serve as Councilors, nor are non-humans.


A colony has one to three Senators who govern the Colonial Council. Senators must be confirmed citizens and are elected by the residents of the Colony. They have a one-year term. Colonial Senators also represent the colony in the Imperial Senate, but because of the distance most Colonial Senators vote by proxy or absentee ballot. Elections of Senators and Councilors are by popular vote of all residents in the colony as determined by the yearly census. All ballots must contain the name of individual and their vote. The votes are counted by a designee of the Governor.


Every colony must have the following positions filled: Magistrate (tries legal cases), Prosecutor (presents evidence against criminals), Sheriff (hunts down criminals), Executioner (carries out sentences of the colonial court) Recorder (publishes newspaper for colony) and Tavern Keep (runs the town tavern where public gatherings are held), torturer (find out the truth).


Citizens of the Empire are encouraged to found their own colonies. Founding a colony requires a citizen to apply to the Empire for a charter on a suitable location. If approved the Empire will provide transportation to the location of the proposed colony. Generally, the applying citizen will be appointed Governor.


Political Factions

The Empire of Tyrs has become divided by various political ideologies. Almost every member of society has an opinion on which point of view is correct and some hold them very strongly. There are numerous political organizations supporting each ideology. Some groups within the organizations have terrorist tendencies and many of the more radical groups are run by powerful Malefactors who travel in secret recruiting members and soliciting for funds.


Abolitionist

Abolitionists want to free all of the non-human slaves within the Empire. They preach peace and equality between the races of Meredia. They blame the Emperor for continued hostilities with the rest of the world.


Anarchist

Anarchists want to destroy all world governments. They have allies throughout all of the races. Their goal is to undermine the central government of every nation so that the people can live with each other in peace. They blame the leaders of the national governments for the ills of the world.


Individualist

Individualists believe that intrusive governmental policies should be avoided at all costs. They are not against the Emperor or the Senate and see the necessity of both, however, they speak out against laws that limit individual freedom. They generally do not like conscription of non-criminals, limits on land use, seizure of personal property or the use of taxes to support people who can’t support themselves.


Imperialist

Imperialists advocate the destruction of the Senate. They argue that the democratic body acts to harm the unity of the Empire. They blames much of the corruption and the inability to stop cults and Malfactors on the bureaucracies created by the Senate.


Purists

Purists demand the extermination of all non-human races. They see non-humans as less than human and argue that humanity will never be safe as long as these jealous beings are allowed to walk the realm. They were the prime movers behind the genocide of the Beard’ons.


Secessionist

Secessionists want to withdraw their city, province or colony from the Empire. They believe that taxes, tariffs, military conscriptions and other laws or policies inequitably impact on various areas within the empire. They argue that these areas would be better off standing alone and seeking their own peace with various non-human races. Most secessionists actively seek alliances with non-humans to support their secession.


Senatist

Senatists advocate restoring the Republic. They believe many of the Emperor’s policies are outdated and prevent peace accords with the non-humans. They argue that non-humans would cease their hostilities if humanity became less of a militaristic threat. Some suggest relegating the Emperor to a more religious or spiritual role and assigning control of the military back to Senate; others demand the Emperors death at secret rallies.


Law and the Empire

Law in the Empire is a complicated system of conflicting and competing laws, codes and practices. In general there are two kinds of law affecting persons: Imperial Law and Local Laws. The latter tends to cause the complication to the system.


Imperial Law

The Empire like any other government that exists for a period of time has amassed a large amount of law. Laws are found in the Edicts of the Empire, statutes passed by the Senate and in the precedent established by preceding decisions of Imperial Judges.


Edicts of the Emperor

On the day that Tyrs became Emperor he issued a long list of edicts that he would enforce through his Imperial Appointees and the Court. These are four of the many Imperial Edicts.


From Henceforth all persons will have to earn their Citizenship through Appoints in the Empire. Wealth and family name will no longer guarantee citizenship. All must earn the right to govern by humble service to the greater good.


From henceforth only Citizens of the Empire and those Appointees seeking to become Citizens shall be permitted to learn magic. All persons who pursue magic shall be called Malefactors. Malefaction will be punished with obliteration.


The Republic’s policy against Necromantic, Enervation and Unholy magic is henceforth modified to allow the use of these negative energies by the Imperial Military in the defense of the Empire.


From henceforth it shall be unlawful to practice the following pagan religions, immoral cults, demon worship, Vampyrism, shape shifting and so forth.


From Henceforth all non-citizens of the Empire shall pay a tax as determined by the local democratic council governing the area. This tax shall be collected by that council and used for the betterment of the community. Citizens shall not be taxed. Appointees may be taxed at the discretion of the council.


General Laws

Imperial Laws prohibits violent crimes (murder, robbery and assault), non-violent theft, burglary and fraudulent or deceptive practices and inchoate crimes (conspiracy or attempted crimes). The Empire also outlaws the learning, teaching and use of magic by all non-citizens within its boundaries. This crime is called Malefaction, the offenders are called Malefactors and it is punishable by obliteration. Sedition or treasonous acts against the Empire is punishable by obliteration. The practice of necromancy or the creation and control of undead by anyone other than an Animator serving in the military is punishable by obliteration .


All non-humans must carry with them an Imperial Decree allowing them within the Empire. These decrees can be obtained in the capital city or from military governors on the frontiers. The decree states their reason for visiting the Empire and the duration of their stay. All non-humans may have and use arcane lore, but they may not teach non-citizens of the Empire.


Enforcement

The Empire establishes an Imperial Courthouse in every Province and Colony of the Empire. More remote areas are serviced by traveling judges called Justicons. They are always senior barristers with years of judicial experience. They are always accompanied by one or more obliterators. Justicons travel with their entire court, including a host of bailiffs, torturers, goalers, informants, executioners, clerks and so forth. Justicons are never happy about being summoned to a far off area to decide some piece of obscure legal doctrine or to pass sentence on petty criminals.


Justicons derive their power directly from the Emperor and the Senate. Their commands supercede all authority possessed by governors, democratic councils, consuls and military leaders. Only they have the power to convey complete authority over a territory and this power can only be canceled by direct action of the Emperor or the Imperial Senate.


Imperial Courts are not generally corrupt. Judges and Justicons cannot normally be bribed or blackmailed. They are for the most part honest and well-intentioned; however, they zealously prosecute the laws of the Empire and not lenient in their sentencing. Most people prefer to bring their cases to local courts and deal with the corruption rather than risk examination by an Imperial torturer. A Barrister is allowed to use all of his skills to the advantage of his client.


Local Laws

Every province, colony, city and town writes its own laws. This creates a complicated web of competing and conflicting statutes. These laws are valid and may be enforced by local authorities provided they do not conflict with general Imperial Laws prohibiting criminal activity, malefaction, sedition, necromancy and non-humans. Local laws and punishments vary greatly are rarely published in proper form. They are sometimes word of mouth and sometimes even change according to the magistrate that interprets them. They are often extremely corrupt.


Enforcement

All towns have a magistrate, prosecutor, sheriff, torturer and executioner. These positions may be held by any resident of the town. A magistrate and prosecutor do not have to be barristers, but they must have studied law. Local laws may not prohibit an accused from hiring a barrister to help in his defense. During a trial a Barrister is allowed to use all of his skills to the advantage of his client.


Imperial Religions

Most religions in the Empire are based on a set of common beliefs, descended from the religious beliefs of the Humans who had fought the Beard'ons in ancient times. Over the last 2000 years, these beliefs have given rise to a number of interpretations. In the past 100 years many new religions have developed. Its almost as if the population of the Empire is seeking something they cannot find in the physical world.


Legal Religions: All religions contributing to the stability of the Empire are allowed. Those who lead each religion are called Reverends. Under Imperial Law no religion can be practiced unless it is registered with the Empire. Once registered the faith is entitled to land grants for temple complexes and other benefits once it has a sufficient number of followers.


General Beliefs

Whether they practice a religion or not most people of the Empire believe the following to be a true description of their world.


Creation Story

The Father and Mother are responsible for the creation of life. The realm of Meredia and the realm of Malidia were born from her womb. Meredia was full of life, but Malidia was born dead. Her lifeless body hangs in the night sky above Meredia. Rain is the mother’s weeping; she mourns the death of her child in eternal anguish.


Malidia’s birth name is never spoken, instead she is referred to in whispers as the “The Dead One.” People may whisper, “When the Dead One rises we had best be indoors” or “The Dead One will be full tonight is the militia ready to stand guard.” It is said in the Empire that only Malfactors and madmen will invoke the birth name of Malidia, because doing so cane hex the person and draw dark energies to them.


The Dead One exudes a negative energy that can be easily harnessed to facilitate evil. Her power waxes and wanes, but when she is at her full the world suffers the most; undead spontaneously rise from their graves, arcane beasts become more viscous and can rampage even in civilized areas, the power of hauntings increase and demons spawn from the immoral thoughts and actions more easily. Cultists always hold their dark rites when Malidia is fully facing the realm.


Malidia’s energy is not evil, she cannot help her nature. Some say she is responsible for having corrupted the world, but this is not true. Malidia only provides the energy to bring evil into being, it is the immoral actions and thoughts of people in the world who give form to the things that result. If all people were good, Malidia’s energies would wash harmlessly over the world. The duty of laying these Evils to rest falls to the Imperial Appointee.


The Divinity of the Emperor

The Emperor appeared among Humans as a sign from the heavens that they are blessed and saved. The blessing they received, has given humanity the mighty Empire and the right to rule the realm. This right carries a weighty responsibility to the world. They must unite all the peoples of the world under one banner to oppose and destroy forever the horrors of the Dead One.

 

The Emperor is a divine being. He is an avatar of humanity and is generally acknowledged as a god in his own right by most faiths of the Empire. He is the supreme military authority and the unbeatable defender of humanity. His success is derived from his divine nature. He is a good being that has been forced to perform heinous acts in the defense of humanity.


Traditional Faiths

There are six major religions among the people of the Empire. Each has ideas about the major issues of Imperial government and each is favored by a different element of Imperial society. Despite the Emperor's statements condemning the practice, the different religions have become rallying points for various political factions that contend for power within the Empire. Their political differences have become entwined with their doctrinal differences resulting in a deepening rift between factions. Worshiping traditional Imperial faiths will not grant abilities.


Bearers of Light and Love

The Lightbringers, as they call themselves, preach that the Mother and Father provide day to end the night. They give illumination to remove ignorance and love to end heartache. The Lightbringers believe their purpose is to cleanse Evil and bring love and learning. The Lightbringers will not hesitate to arrive with their burning torches and condemn someone for immorality or Malefaction. The followers of this faith range from simple people to highly educated persons. All are trained in the use of weapons and military tactics.

Emperor: The divine defender of morality and right.

Senate: The wealthy that are often corrupted by power.

Slavery: An acceptable means of punishment for those doing Evil.

Non-humans: They must be converted to the Light or burned in the Pyres of Absolution.

Undead: They must be destroyed.

Demons: A symbol of moral decline within the world that must be rectified.


Conventional Ways of the Orthodox

Followers of the Conventional Ways, called Orthodox, see human society as intimately connected to traditional values and morals. Members of this faith see the Empire as one large family. They believe the Mother and Father created humanity to guide the world in a positive direction. This faith is typically followed by lower and middle class working people of the Empire. They are generally conservative persons who have high morals and place great importance on the family unit.

Emperor: A father figure who protects the Empire.

Senate: The senate mothers the Empire.

Slavery: A way to punish crime and the enemies of humanity.

Non-humans: They could become part of the family.

Undead: A divine judgment on the younger generation who ignore tradition.

Demons: The embodiment of people's lack of faith in the Father and Mother.


Harvestors of the Imperium

The Harvestors are an agriculturally based religion. They preach that all life on Meredia is born from the soil and must be nourished and cared for or it will grow wild. Harvestors are concerned with morality and right, but are not overly fond of laws or intrusive governmental policies. As a general rule they prize self-reliance and individual freedom. Typical followers are farmers, herders and others who labor to produce food, clothing and products derived from plants or animals. They often use slaves to harvests their corps or produce their wares.

Emperor: The divine guardian and defender of humanity.

Senate: The voice of the people to be heeded by the Emperor.

Slavery: An acceptable necessity for the survival of the Empire.

Non-humans: Their lands could provide valuable resources to the Empire.

Undead: Terrible, but no threat to the prepared.

Demons: Horrors spawned by vice and depravity.


Masters of Meredia

The Masters preach a militaristic world domination. They believe in manifest destiny and that humanity will eventually dominate the entire realm. The Masters base their claims in on ancient grievances when the Beard’on and their Elven allies kept humanity in chains. They argue that when humanity broke those chains humans became a force of righteousness in the world. The typical followers of this faith are Imperial Military Appointees, high-ranking military leaders and government officials.

Emperor: The salvation of the world, whose word must be obeyed.

Senate: The Emperor's best servants, who have a duty to make his plans happen.

Slavery: A way to make violent non-humans suitable servants of the Emperor.

Non-humans: Fit to obey the Emperor, until they prove themselves otherwise.

Undead: Undead should be used exclusively by the Imperial Military.

Demons: Their energy should be exploited when possible.


Peaceful Heart of Humanity

The Peacemakers favor peaceful solutions rather than advocating the use of violence. They preach that individuals should be given the afforded to opportunity to accept peace. Peacemakers try to establish missionaries in non-human lands. They often end up murdered or as hostages needing rescue by Imperial Servants. Typical followers of the Peaceful Heart are generally highly educated persons especially Civilian Appointees.

Emperor: Forced to do terrible things to save his people.

Senate: Overly concerned with simple material matters.

Slavery: A sad condition, but one from which we can gain spiritual strength.

Non-humans: Vast populations of potential converts.

Undead: A result of violence in the world.

Demons: Corruptions of the soul and enemies to peace.


Suns of the Coin

Since gold is the metal of the Father and the Mother, those who collect the most of it could be considered the most divine. The Suns of the Coin have long tried to establish trade agreements with non-humans. It is rumored that the Brotherhood of Pirates will not attack ships owned by the Suns of the Coin. Typical followers of this faith are wealthy merchants, powerful Citizens and members of the upper class.

Emperor: He should keep the trade routes safer.

Senate: They should pass more laws favoring trade.

Slavery: Their use lowers the cost to produce goods.

Non-humans: Potential costumers.

Undead: Causes interruptions to trade and commerce.

Demons: Distract people from spending money.


Non-Traditional Faiths

Into this grouping falls the countless religions that do not have large congregations through the Empire or that have been created in the past hundred years. Many of these faiths are practiced locally and have only a few followers. Non-traditional faiths have become very popular in the Empire. They are created by Reverends who use their divine energies to bestow blessing on their followers. Worshiping non-traditional faiths will not grant abilities. There are far too many non-traditional faiths to list.


Cults

There is a fine line between legitimate religion and a cult. Generally, the religious leaders of a legitimate faith empower their followers to better themselves, while cults tend to empower only the religious leaders and often at the expense of the cult followers. Legitimate religions support the moral underpinnings of their society, while cults encourage immoral or anti-social activity.


Cults in the Empire practice heinous immoral rites which gain them certain abilities. Human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. Mass suicides are common ways to turn cult leaders into Avatars. The cult leaders convince their follows of some impending doom and use their belief to become immortal deities while their congregations goes into the Void.


The worship of cults is illegal in the Empire, but sometimes cults masquerade as legitimate religious hiding their decadence from view. It’s often hard to distinguish between the two, but since cultist gain abilities form their heinous practices Imperial Appointees often search for cultists by testing for abilities. For example, many cultists gain the ability to breath water. Appointees will “swim a cultist” by holding them underwater until they die. If the accused breathes water then they are proven to be a cultist. Similarly, invulnerability to fire is a common cult ability so appointees often burn suspected cultists to see if they are injured.


Cannibal Cults

Members of cannibal cults eat the flesh of other human and non-human beings. They often believe that consuming the flesh will give them the power of the person they are eating. Cannibal cults are very social and have a secluded gathering place that is usually a dark cave, remote ruins or even a basement. They decorate their gathering place with the bones of their victims. Members of the Cannibal Cults gain their abilities from eating flesh. The needs to subsist on a continued diet of flesh from human or non-human beings. They cannot maintain their powers. Cult members with multiple abilities must eat from multiple victims each day.


Death Cults

Members of death cults relish in killing their victims. The slower the death the better. They often use suffocation to kill their victims. The like to cause extraordinary amounts of pain to their victims before they grant the release of death. Members of death cults need to kill specific beasts or beings everyday . If they do not satisfy their need for this senseless killing they will not be able to use their abilities. Cult members with multiple abilities must kill multiple victims each day.


Demon Cults

These are by far the most common cults. Demons form from immoral thoughts and grant their followers all kinds abilities provided they act in the service of the Demon. Demon Cults require the cultist to have a permanent visible deformity or immoral need that must be fulfilled every day or they may not use their abilities.


Doom Cults

The cults preach that the end of the world or some other great catastrophe is coming. Their cult practice generally revolves around preparation for this event. Some doom cults are mere shams where the cult leader is trying to trick his followers into committing mass suicide to steal their life energy so he may ascend to become an avatar.


Animal Worship

Pagan humans once worshiped beasts drawing from them certain attributes and skills they needed to survive in the world. These primitive people danced around bonfires to the beat of ceremonial drums, drank the blood of beasts and wore on their bodies the pelt of the totem beasts. A some point during this heathen ceremony the spirit of the totem animal would enter their bodies and the pagan would gain the ability to wear the skin of that beast. The traditional pagan mythology of shape-shifting beings tells that eighteen totem beasts came to the people of Meredia and offered to merge spirits. Shape-shifters of various races do tend to share a common ground, but this is often not enough to make peace.


Bosks

The beasts were worshiped in magical groves located within a forest or other wooded area, called a bosk. The trees of ancient bosks had faces on them and contained spirits that could speak to the shamans who lead the ceremonies. Every bock contains a totem pole that represents all the wyre-beasts in the local area. When all fifteen beasts are represented in the bosk their circle of the bosk is said to be complete. All aspects of survival will be offered.


Beasts of the Bosk

The following eighteen beasts have offered their totem spirits to beings who seek to become wyre-beasts.

Bat: The nocturnal scout, hearing rather than seeing, the bat is a guide through the darkest times.

Bear: Honorable, proud and capable to inspire, the bear is known for his thoughtful guidance.

Boar: Powerful in short bursts, the boar is known for his unbridled ferocity.

Cheetah: Fastest of the animals, the cheetah knows when to run, but also when to fight.

Coyote: The cunning trickster who always finds a way, the coyote is the ultimate scavenger.

Crow: Prophet of death, guide to spirits and the seer of one’s fate, the crow is a dark and foreboding bird.

Eagle: Proud, majestic, with sharp eyes, the Eagle embodies decisive leadership.

Hound: Loyal and protective of loved ones, the hound guards and defends.

Hyena: Ever the part of the team, the Hyaena lives closely with his pack mates teaching cohesion and unity.

Monkey: Graceful, nimble and quick, the monkey is an agile provider.

Lion: A natural, charismatic and courageous leader, the lion inspires action.

Owl: Adviser to the leaders, mediator between the beasts and ambassador to all outside the forest, the owl is the voice of nature.

Panther: The silent, stealthy, remorseless killer, the panther is secret death hidden in the shadows

Rat: Plague bearer, spy, thief, the rat is adept at many things, but master of none.

Raven: At home in the tempest, a bird of battle and death, the raven is will fight on long after the cause is lost.

Tiger: Strong bones, powerful muscles and sharp teeth and claws, make the tiger an opponent to be feared.

Vulture: A scavenger, a survivor against all odds, the vulture has no shame.

Wolf: Stealthy, cunning, with a sharp mind, the wolf is a pack hunter who respects those above his station, but always seeks to rise to the top.


Pagan Faiths

Into this grouping falls the old faiths practiced by humans in times before they were enslaved by the Beard’ons. Some of these faiths were how the Beard’ons justified their enslavement of Humanity. Sadly, all of these faiths are still practiced in secret places throughout the Empire. Most people think they are regulated to the wild lands, but Imperial Servants know they are alive and well in civilized areas. There is a great power in these pagan religions and each can grant abilities to the worshiper.


Celestial Spiral Sect

The Celestial Spiral Sect worships the movement of mana energy through the world. They were extremely skilled astronomers and knew about cosmology and portal use. They teach that all beings and all realms are interconnected though the force of magic. Long time practitioners of the Celestial Spire gain the ability to increase the mana held in their body. Members of the Sect mark their entire bodies with spiraling tattoos. Massive towering monoliths of stone with a large spiral chiseled into the stone mark locations of ancient power.


Disciples of the Dead One

The disciples are said to control the power of Maladia the dead twin of the world. They are able to channel its negative energies into positive use for the world. The Disciples had a complicated religion using necromancy and enervation magic for beneficial uses. This ran afoul of the Republic’s civilized beliefs against the use of necromancy for any reason and the Disciples were destroyed. Much of their faith was lost.

Old legends claim the care taking ways of the Disciples kept the dark power of the Dead One from overwhelming the world. When their faith was destroyed the negative energies of the Dead One slowly perverted the world. Some scholars believe if the true practices of the Disciples could be regained the world could be protected again form the energies of the Dead One. This is belief is reinforced by the knowledge that long time Disciples gain the ability to avoid harm from enervation magic.


Disciples of the Dead One tattoo the phases of the Dead One’s facing across their forehead. The full face of the Dead One, a circular black disk, in placed in the center and two waxing and waning faces proceed to either side. They worship in a large stone circle that is oriented to the seasonal movements of the Dead One. The Disciples’ holiest days are when the Dead One fully faces the realm. During their ceremonies they often wear white robes with silver trim and use as silver disk as their symbol.


Sect of the Suns

Members of the Sun Sect worship the two the suns at the center of the solar system. They were highly skilled astronomers and understood galaxy. They see the suns as life-giving balls of fire. The revere fire above all and practice ritual sacrifice by burning as well as self mutilation of their flesh of their body, face and hands by branding. Long time worshipers of the sun gain the ability to avoid harm from fire. They worship in a large stone circle that is oriented to the seasonal movements of the Suns. Their holiest days are when the suns shine the longest on Meredia and when the two suns can be seen as separate entities. During their ceremonies they often wear yellow robes with golden fringe and use two golden disks attached as one as their symbol.


Imperial Military

The Imperial Military is organized into legions. Legions are lead by Legion Commanders who are appointed by local governors or the Emperor. Each Province maintains a number of legions for its defense. The Emperor has ten Legions directly under his control stationed in the Imperial City. Each legion is composed of ten centuries.


A century has up to 100 mundane soldiers and a group of Arcanes who provide leadership and support. A centurion is in overall command of the century, while legionaries lead units within the century. In addition to the centurion and legionnaires the century has various other military appointees to performing healing, scouting, religious services, repairs to equipment and other functions for the century. In essence every century is a self-contained unit.

 

Centuries augment their fighting capacity by becoming Heraldic Orders. Their enchanted uniforms provide extra armor, their banners protect them from magics that will disrupt their formations and their physical capacities are increased. The orders are maintained by the Centurions who command them. A centurion is expected to start an Order when he is given command of a century within the Imperial legion. Questing and Tournament knights will often found Orders to accompany them.




Realm of Meredia

The Empire of Tyrs is located on the second largest continent of Meredia. The other continents are controlled by various non-human races. There are vast portions of the world that remain unexplored.


General Information

I would be remise if I did not at least briefly explain the various circumstances affecting the world of Meredia.


Magic

Meredia is permeated with magic; invisible currents of mana flow over the realm in ever changing patterns. These magic flows cause all sorts of supernatural manifestations. Citizens capable of sensing magic can determine the presence of mana flows. Life on Meredia has been heavily influenced by magic. At least 50% of its general population is born arcane. The natural world is filled with dangerous beasts with arcane powers that stalk the wild lands with no fear of civilization.


Mana comes from the sky, sun, moon, stars and also from within the earth. Mana flows through the universe and across the surface of the earth and within every single living thing. But much of the increased mana activity on Meredia can be related to the presence of the two highly magically charged stars that mark the center of the Meridian solar system. The suns are so close together that they almost always appear as one star.

 

Traditional world religions worship the suns. The larger is Father and the smaller is Mother. The world of Meredia is said to be born of their union. The moon is Meredia's twin that died in the womb. The presence of two suns affect the mana flows washing over the world. The gravitational pulls and exuded forces cause great natural catastrophes to occur at irregular intervals. Astronomy can be used to detect these stellar mana tides and to predict the possibility of catastrophes. Traditional teaching identifies stars in the sky as other realms, but otherworldly contacts are infrequent because Meredia is generally inaccessible by interstellar portal travel except in rare moments. Cosmology is used to predict portal openings.


Nodes

The force of mana permeates all things running like unseen rivers through the landscape. Mana collects in certain areas saturating the plants, beasts, soil, minerals and ore. These points of collection are called Nodes.

Nodes exude a neutral energy when they form, but the nature of the energy will change with their environment. Nodes surrounded by good, wholesome activities will develop a positive demeanor, whereas nodes that are exposed to dark thoughts or violence develop negative energies.


Hallows

Positive nodes are called hallows. These nodes exude a tranquil, restorative energy that makes the world around them seem to sparkle. People entering hallows feel a peaceful reverence. Hallows are often used for religious buildings and cemeteries, hence the term hallowed ground. The number of hallows in the realm of Meredia is decreasing at a rapid rate.


Blights

Negative nodes are called blights. These nodes exude a spooky, pernicious energy that makes the world seem a dark and dreadful place. The light in a blight is never bright enough and mists often collect around plants that have withered and died. Necromancy and harmful hauntings are common in blighted areas. Blights are very common in the realm of Meredia, especially in the Empire of Tyrs. Humanity’s violent struggle to gain their independence and the wars fought to stay free has seriously harmed the landscape. Non-human invasion and inner turmoil has tipped the scale towards destruction.


Spirits

All living things have spirits. A spirit gives form to the physical body. Spirits need a body to anchor them to this world and when the physical body dies most spirits will leave the world and go to a place between the realms. The place were spirits go after death is called the Void by most cultures in Meredia. Almost every culture has religious practices for removing the spirit from the body. This process is called embalming. No one wants a body with a spirit lying around that’s not going to be restored to life. It’s too easy in some places (especially near blighted nodes) for the spark of necromancy to enter the body and spontaneously raise the corpse as an undead. Sometimes when a person is killed in tragic circumstances or dies with a task undone the spirit becomes trapped in this world. These spirits can become ghosts or other forms of quasi-corporeal undead.


Base Substances

Mana inbued base substances are plentiful in the realm of Meredia. The base substances form when flows of mana settle in various minerals and plants, after these materials are moved the mana begins to seep out of them leaving behind mundane material. Ritual powders, glyph chalks, compound catalysts and various raw materials are generally mined from rich veins of ore. Poison substrates and rune ink are harvested from natural areas. All base substances can be found more easily in the wild areas of the world. They are extremely common in the unexplored areas of Meredia.


Components

The people of Meredia have relied on a plant called a vim vine for components used in their rituals, compounds and poisons. Vim vines grow in wild areas and have not be able to be grown in farms because their seeds are germinated by mana flows that are ever changing. Red leaves are used as ritual components, yellow leaves are used in compounds and green leaves are used in poisons. These leaves expire within a short time of picking them. Pulling the vine out of the ground or damaging the stem will kill the plant. Vim vines attract many kinds of arcane beasts that eat the mana-imbued leaves.


Gunpowder

Gunpowder was one of the Beard’on inventions that humanity sole when they rebelled against the Beard’ons. When their civilization was destroyed by the humans the surviving Beard’ons carried the knowledge of gunpowder into the realm, but most races did not adopt its use. The principle ingredient of gunpowder is not very common in the realm of Meredia and because of the expense in its manufacture, gunpowder is generally only used in cannons and expensive collector sidearms.


Humans use gunpowder the most of all races. Wealthy humans carry flintlock weapons as a badge of social position and the military makes extensive use of cannons, especially on ships. Orcs make use of large gunpowder cannons, but most other races do not use gunpowder because of the expense. Weetles will use small pistols; Elves and Decidiuns generally despise its use. Gunpowder sees its greatest use among the Brotherhood of the Pirates who use its power in their cannons to cripple ships. The pirate’s wealth allows them to purchase gunpowder and use it to increase their wealth.


Portals

Since ritual powder is very plentiful its economically possible to send small groups around the realm via portals. The skill to open portals is a closely guarded secret and known only to a secret society within the Empire. The members society are fanatically loyal to Emperor Tyrs. The Beard’ons developed the magic to open portals and refused to give it to any others. When the humans took over their society much of Beard’on learning was lost, but that which was retained was kept in the Great Library.


When Tyrs took over the army he seized the library and its contents. Knowledge of portal control, like the composition of gunpowder, was one of the things which Emperor Tyrs decided to keep secret. There is a society of adepts within the Empire who open all portals. They are the only ones capable in the world and they are chosen for their loyalty to the Empire and their commitment to keep portal opening a secret. They will go into the Void before disclosing any information on portal use.


Air Ships

Another one of the Beard’on inventions which the human stole when they rose up in rebellion. Huge oblong balloons support sleek wooden ships their rails lined with cannon or ballista. Human air ships float on air super-heated by the use of mana imbued ore. Great bellows fan red-hot flames that push the hot air up exhaust pipes into the massive balloons. Air ships are moved forward by large propellers on the rear of the ship. The shafts of the propellers are driven by steam engines also heated by the mana imbued ore. Air ships are very rare and only used by elite forces of the Imperial Military or by extremely wealthy Citizens.


Demons

Demons are so common in Meredia that the Empire has special persons trained to hunt them. The demons of Meredia are manifestations of evil malevolence that seek to cause death and destruction. They are drawn to blights and the corruption caused by the dark mana energies. Demons have varied appearances. Some demons are little more than deleterious clouds of reeking sin, others have red skin, bat-like wigs and walk on hoofed feet and some can even appear just like a normal person. Demonologists hunt down and destroy demons. They often enlist the aid of local citizens and other imperial appointees as demons can become extremely powerful. No one knows how demons form and the goals of every demon is different.


Necromancy

Necromancy is a perversion of the natural cycle of death and life. Those who cast necromantic magic will eventually suffer mental and physical effects such as insanity and crippling illnesses. The presence of blighted mana flows in the realm amplifies these conditions so that they often become very obvious. Spontaneously rising undead are common in the realm of Meredia, due to the prevalence of blighted nodes. Many who die under tragic circumstances are apt to come back as ghosts or even more powerful accursed undead. Battles are a dangerous place even for the victors as the dead rise to attack all around them. Even animals have come back from the dead! Cemeteries are abodes of terror where no one goes after sunset.


The spontaneous manifestation of undead is becoming increasingly common and many people believe the world is heading to some form of necromantic Armageddon where bodies will rise from the earth wholesale to slaughter the living! Necrologists spend their lives researching the dark powers and trying to find a way to prevent the spontaneous arising of undead. Each day more nodes turning into blights and they are powerless to stem the tide. Their findings lend credence to the concerns over Armageddon. There is too much violence in the world; the cycle of hate is corrupting the mana flows.


Piracy

The high seas are fraught with peril. Pirates and privateers abound. The shallow waters and rock shores of the obsidian isles make for perfect pirate hideouts.


Brotherhood of Pirate

The brotherhood of the pirates is a multi-racial organization devoted to personal gain through acts of piracy. Members of the brotherhood forsake their own race and swear allegiance to brotherhood. The brotherhood lives by a democratic code whereby captains are elected and shares are divided according to rank on board the ship. Their symbol, the skull and crossbones, marks them as predators of merchant ships and undefended coastal towns. Every pirate has this symbol placed on their body as proof of allegiance.


The brotherhood of pirates strike their own coins which bear the symbol of the brotherhood to us in their own commerce. By agreement between thieves, these coins are not shaved or counterfeited and can be trusted as holding their full value and as a result honest folk will gladly take these coins. On the few occasions when persons did break trust and try to alter the coins the brother handled the situation in a manner that deterred similar acts.


The Ghost Fleet

For nearly two hundred years a fleet of ghostly pirate ships have been the scourge of the western seas. Every year the fleet seems to grow larger and the Empire seems powerless to stop its growth. The Imperial Navy has tried to destroy the fleet, but efforts to locate its base have been met with failure and when the ships of the Ghost Fleet are encountered the Imperial Navy usually ends up on the losing side. The Ghost Fleet is protected by a large bank of necromantic energy and obscured by a billowing fog bank. The nighttime attacks of the Ghost Fleet are preceded by the eery fog and glowing red eyes. The few survivors report skeletal pirates in rotting cloth. Costal villages and merchant ships are the undead pirates usual prey. The Ghost Fleet is believed to be under the command of a single pirate captain who is a powerful undead. He is rumored to be a dues paying member of the Brotherhood of the Pirates. (Though there is talk in the brotherhood that the Ghost Fleet is getting too large and dangerous).


Plagues

Terrible plagues appear throughout the realm. People die of pestilence and flesh consuming disease, but there are other sicknesses that cause true terror. Lycanthropy infections change people into rampaging beasts and reanimating viruses transform the infected into shambling brain eating corpses.


Storms

The wild flows of mana traveling unseen and undetected through the world give increased power to weather phenomena. Meredia experiences tremendously powerful rain and snow storms and have a fair number of tidal waves, earthquakes, droughts, whirlpools, tornados and other spontaneous weather conditions on good days. The tidal washes of mana exuded by the twin suns at irregular intervals contribute to these phenomena. These storms make sea travel very dangerous and the wealthy prefer to travel by using portals.


Supernatural Beings

The prevalence of magic in Meredia encourages people to explore the supernatural. Research by Imperial scholars have determined that supernaturals have additional abilities because of subtle changes to their physical form. These changes can occur through various processes, including a necromantic changes, religious worship and biological mutations. These changes are generally permanent, but in some cases they have been removed. Not much is known about the process.


Most supernatural beings are hunted in the Empire. Supernaturals that can prove they bear no animosity to the Empire are allowed to exist, but they must register themselves in the Empire in a fashion similar to non-humans. They are not allowed to be Imperial Appointees, nor can they be citizens. All Supernatural have the ability to manipulate mana. Mundanes who become involved supernatural practices automatic become Arcane whenever when they initiate the process to ascend beyond the powers of mere humanity. However, this arcane nature leaves the person as soon as they cease the practices.


All supernaturals must possess the negative abilities listed under their descriptions. However, the supernaturals must develop the listed positive abilities like normal people learn skills. The negative abilities are listed in italics.


Cultist

Cultists serve dark powers and demons. Cultists can gain abilities from their inhuman practices, such as human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. Cult members have no limit to the number of abilities that their dark practices can offer them. For each ability they gain, they will gain one immoral practice or physical deformity. Cult members who pursue power through abilities degenerate into crippled, insane persons. Imperial Appointees often search for cultists by testing for abilities by such methods as “swimming the suspect” or “branding the suspect.”

Abilities (Choose at least one positive ability and one counter balancing need or deformity): Bound, danger sense, deformity (visible physical deformity (must have one for each ability purchased)), imbue faith (unholy), increase body I, increase mana I, increase rest I, invulnerability (one type), need (inhuman practice (must have one for each ability purchased)), respiration II (water), stealth.


Pagan

Pagans follow the ancient religions that were closely connected to the prehistorical times. Though the practices are primitive in nature, many pagans in the Empire today secretly practice in civilized areas. Pagan religions can become invulnerable to a certain types of damage or gain one level of increase body, mana or rests for as long as they actively practice their pagan faith and retain their pagan marks.

Celestial Spire Ability: Increase mana I, deformity (at least 20 five inch or larger spiral tattoos over torso and limbs)

Disciples of the Dead One Ability: Invulnerability (enervation), deformity (phases of the Dead One tattooed on forehead)

Sect of the Suns Ability: Invulnerability (fire), deformity (burns on body, face and hands)


Vampyre

Vampyres are undead supernatural beings that consume the blood of the living. They have pointed canine teeth and dress in the clothing style popular during their life. Vampyres are outlawed throughout most of the Empire and hunted by specialized Necrologists. While there is no Imperial Decree demanding their destruction, most provinces have passed laws requiring the destruction of Vampyres. The few who do not prohibit Vampyrism require registration. Most Vampyres who register end up destroyed.


Much has been written about the Vampyres of Meredia. Our history is replete with tales of terror regarding their unquenchable thirst for blood and their mad rampages through the countryside. It is because of these tales that so many of the Provinces have outlawed Vampyrism. This is a great tragedy, because of all the necromantic creatures, vampyres tend to retain most of their humanity. There is a deeply romantic side to the Vampyre. They dwell on the fringes of living society experiencing a desire for life, called the Yearning. Most vampyres hate what they have become and yearn to live again.


A Vampyres feelings are heightened as well as his physical prowess. Vampyres are subconsciously rooted to their past and revere the age in which they lived. They cling to the memories of their life by retaining their dress, behaviors, mannerisms and beliefs. Many try to hold onto morality and struggle against their dark, necromantic nature. A vampyre only becomes a danger when their yearning for life is replaced by an emptiness of the heart. In this condition the vampyre becomes disconnected from the memories of his life and experiences perdition. Perdition is the opposite state of the Yearning where vampyres have no regard for life. Vampyres in Perdition become the vicious killers well known in the folklore of the Empire.

Abilities (Additional): Arcane, debility (sunlight), feeding, increase body I-II, increase mana I-II, invulnerable (normal), invulnerable (unholy), need (blood), potency II, unaging, undead, unstable form, vulnerability (holy).


Wyre-Beast

Wyre-beasts have gained the ability to shift into the form of certain beasts by worshiping the beast. They are closely connected to nature and generally do not lively happily in civilized areas. Some wyre-beasts can shift to multiple forms. The nature of a wyre-beast is a blending of intelligent being and instinctual beast. Both become one mind sharing a singular connection and bleeding into each other. The freedom of running wild and the power of the hunt, competes with the capacity to appreciate reason, art and philosophy.


Whole tribes of wyre-beasts once populated the wild lands of Meredia, but they resisted the civilization of the Empire of Tyrs and became enemies. In the early years of the Empire there were terrible battles, but the Legions of the empire could not be beaten. With their power broken wyre-beasts were hunted in the Empire for sport. Now there are only a few wyre-beasts left and they wander the wild lands of the Empire a broken people.


Being a wyre-beast is no longer a death sentence. The practice of Animal Worship is still looker on with disdain but the wars were long ago and wyre-beasts are no longer held to be a threat. The Emperor repealed laws demanding their immediate obliteration and allows wyre-beasts to register themselves in the Empire in a fashion similar to non-humans. Wyre-beasts always carry the pelt of the beast which they use to effectuate their transformation.

Abilities (Additional): Arcane, body combat I-III, hide I-II, spirit sense, skin switch (<Beast>).


Non-Humans

The realm of Meredia is populated by numerous different Beings. The Empire of the Tyrs is just one of the many governments of the world. Non-humans in the Empire of Tyrs must have Identification Papers issued by the Emperor. These papers allow them to travel around the Empire using main roads and staying in Imperial Inns. They must have a City Pass to enter any town or city that is issued by the local magistrate or his agents for a fee. Non-humans who do not have passes are subject to imprisonment, enslavement or deportation.


Airadin

Airadins appear similar to humans in physical shape, but in place of human hair they have small feathers. Airadins are thought to be wise, but are sometimes described as aloof. While they may take a long time to make friends, they have a reputation for being fiercely loyal. Airadins have wings and can learn to fly. Airadins dwell to the west of the Empire of Tyrs. They lost a large portion of their kingdom to Emperor Tyrs one thousand years ago when the Emperor discovered that there were large sulfur deposits in the Airadin mountains. The Empire established a colony in the Airadin mountains and the colony has grown to a prosperous Province from the manufacture of gunpowder.


Aquarian

Aquarians are a water dwelling race. They have humanoid forms and facial features. However, their bodies are light blue in skin tone and covered with fine scales. Their hair is a complementary shade of green. Their homeland is in an ocean crevice between the central continent and the eastern continent. The aquarians once charged tariffs to cross the eastern sea, but after the coronation of Emperor Tyrs his first act as Emperor was to declare war on the aquarian for their refusal to revoke the crossing toll. Emperor Tyrs used large casks of gunpowder with slow burning fuses as depth charges. This attack collapsed the ocean shelf on which the bulk of the aquarian civilization was built. Their ancient city of cyclopean edifices and towering monoliths collapsed into the deeper parts of the ocean trench. The loss of life was staggering and it has taken two thousand years for the aquarian civilization to recover, but they have and they are eager for revenge.


Beard'on

Beard'ons are similar to humans, but they are easily identified by their long, flowing beards found on both males and females. Beard'ons measure their social standing by the length of their carefully groomed beards; some beard'ons have beards that reach down to their waists. Beard'ons are highly intellectual, devoted to invention, construction and education. They are excellent engineers, builders and craftsmen. While most beard'ons are content with their inventive undertakings, there are some who have little patience for invention and building. These beard'ons have quick tempers and fly into passionate rages, tending to smash more projects than they finish. These beard'ons often find solace in a military life. Beard'ons once ruled the central continent and kept humans as slaves. When the humans rebelled most of the beard'ons were killed. There are very few left in the world. Most believe they are extinct. Old laws require humans to kill beard'ons on sight.


Canarrin

Canarrins are dog humanoids. They are covered in fur, the colors and patterns depend on their culture. Canarrin faces appear more dog-like than human. Canarrins typically organize themselves into a strict hierarchy. The canarrins dwell with the weetles and the rakkarins. They invaded the Empire of Tyrs during the time of the Republic, but have not attacked since.


Decidiun

Decidiun are plant-like humanoids with deciduous leaves, instead of body hair. As a race, they are generally seen as solitary and reserved, preferring to live in the remotest wilderness areas. Their knowledge of the natural world is often astounding. They dwelled peacefully on a beautiful tree-covered, mist-shrouded island in the south sea. Their island home was taken over by the klactons when they were on the way to invade the Republic of Humanity. After Emperor Tyres drove the Klactons off the central continent he landed a force on the Decidiun Isle and defeated the Klactons there. Instead of returning the isle to the Decidiun Emperor Tyrs established the first human colony which later grew into the first Province not on the central continent.

Decidiuns are the most common non-humans found in the Empire. After the human colony was settled decidiuns were taken from their homeland and used as slaves throughout the Empire.


Elf

Elves look very much like normal humans, but with pointed ears. Elven society is full of ancient heritage and traditions. They value their past, reliving it in the form of stories, dances, games and other social activities. Their customs pass from one generation to the next with great reverence, and remain unchanged for hundreds of years. Elves value learning and education. Though their culture is rooted in the past, their minds are quick to grasp new concepts. The elves hate humans as bringers of war and perpetrators of genocide. The elves were the second most powerful race when the beard’ons ruled the realm. Both races coexisted and complemented the other. When the Beard’ons fell the orcs and the pythians both took the opportunity to seize Elven lands. The Elven holdings shrunk and they saw their glorious civilization toppled as their allies were destroyed. The elves blame the humans for the state of the world. They accuse the humans of causing the conditions that allow the formation of demons and spontaneous rising undead.


Klacton

Klacton are an insect-like hive-oriented society living on the frozen wastes of the southern continent. The hives are ruled by fertile queens, who lay eggs to populate the hive. Most klacton larvae grow into a lesser form of klacton that have specialized duties in the hive. These do not have independent thought and perform their hive duties instinctually as part of the hive mentality. However, some larvae can grow into an independent form of klacton, known as evolved klactons. Evolved klactons are warm-blooded insect-appearing humanoids with four limbs, two arms and two legs. Their insect-like head has mandibles, antenna and two large round eyes. A chiton shell covers their torso and long bones and short fur often appears on their joints. Their exact look depends on their particular hive. Evolved klactons are intelligent and autonomous; however, they remain emotionally tied to the hive mind, and long periods of separation from the hive may cause feelings of loss, guilt and homesickness. Evolved klactons who operate away from the hive for extended periods of time must learn to overcome these feelings. If enough time passes, evolved klactons will become more independent in thought and can separate completely from the hive mind.


Minotaur

Minotaurs have human facial features, brown skin-tones and two sturdy horns growing from either side of their forehead. Generally the males have larger horns than the females. Minotaurs have sturdy physiques and make powerful fighters. They also have a thick hide that provides additional protection from injury. The minotaurs paid gravely for their invasion of the Republic. Emperor Tyrs took one third of their nation and carried the minotaurs who dwelled there into slavery. The human province that exists on the territory is a place of constant war. Humanities best legions are honed to excellence on the Minotaur Isles. The battle lines have stagnated. The Emperor has not pushed further into minotaur lands, because the Senate has been divided on their support of such an action for many centuries. The minotaurs continue to fight against the occupation of a portion of their traditional homeland.


Orc

Orcs are green-skinned humanoids. They are often seen as a barbaric people, quick to anger and ferocious in their capacity for violence. But beneath these casual observations, one can discern a rich culture filled with stories of heroism and honor. Orcs believe that the strong survive to lead and the weak survive to serve, if they survive at all. The humans invaded the western portion of the orc kingdom and seized valuable gold mines. The humans have held onto mines and established a Province there.


Pythian

Despite their lizard-like appearance, pythians are warm-blooded humanoids that walk upright. Their well-muscled bodies are covered with greenish scales and a fin that crests their heads. Pythians have a great respect for the elders of their people. They value wisdom and rarely act rashly. Many pythians are deeply religious. The humans are constantly launching campaigns into pythian territory to mine diamonds and other precious stones. There is talk amongst the Senate that the Emperor may send a large expeditionary force to establish a series of colonies along the coast, but rumors such as these have circulated for centuries.


Rakarrin

Rakarrins are cat humanoids, whose bodies are covered in fur with colors and patterns reflecting their pride. Rakarrins typically live a nomadic life style and tend to be excellent hunters. They value family and social status, and are well known for their grace and athletic ability. Rather than fight the Rakarrins allowed a few colonies along the coast. These colonies grew into an Imperial Province. The borders are very clear and both sides have experienced peace for nearly five hundred years


Satyr

Satyrs are humanoids with short, nubby horns on their heads and furry goat-like legs. They are seen as light-hearted people who enjoy feasting, dancing and have a passion for storytelling and songs. Satyrs never want to fight. They have nothing valuable in their lands, but certain humans capture satyrs and force them into slavery as entertainers or lovers.


Weetle

Weetles are nimble and dexterous humanoids, with shiny black noses and whiskers on an otherwise human-looking face. Extending from their lumbar region is a long vestigial tail. Weetles are inquisitive collectors of items of intellectual interest such as books, maps, writing and tools. Weetles are also well known for their fondness for shiny items, which is more of an instinctual attraction than a real desire for wealth.


Other Beings

There are a variety of other beings that populate the realm of Meredia. They do not have powerful civilization and live in relatively small communities.


Ergann

Erganns have mottled pale-white skin. They have round, broad faces with sloping foreheads and bushy eyebrows. Their mouths are filled with thick flat teeth and their bald heads have sharply pointed ears. Erganns have one normal hand with five fingers, but the opposite arm ends in a large digging claw. The claws vary in shape, ranging from a hand with longer nails, to a lobster-like claw, to a shovel-like appendage.

Erganns dwell deep underground in subterranean labyrinths. Their diet consists of moss, phosphorescent lichens and cave fish. They train ferrivores, stone beasts and other underground beasts using them for various chores, including construction and defense.


Ergann society is divided in castes. The main castes are the priestly and soldier castes. The castes are generally determined by physical characteristics. The size and shape of the claw is important to their society. The closer the claw is to a normal hand, the more likely the ergann is to be accepted into the priestly class; while those with sharp or serrated claws are more likely to become soldiers.


Erganns are found on every continent in the realm of Meredia. Imperial laws places Erganns in the same category as beasts, but human miners and citizens in far flung colonies will often enter into trade relationships with them.


Marynn

Marynns are deep-water dwelling lesser beings. They have dark-blue skin tone with thick knobby scales. Their hands and feet are webbed. Their heads are narrow with large round fish eyes. They have sturdy jaws with many rows of sharp teeth. They have a natural sonar which allows them to sense their environment through emitting sounds.


Their vast civilizations are built on the ocean floor and are primarily agricultural. Their cities are generally constructed of stone and include a vast central square dominated on one side by a large temple complex and on the other three sides by government and military buildings. Broad avenues radiate from the central square and contain the private residences of the community. Outside the city edge, which is usually marked by a low wall, are broad fields of sea plants grown for food.


Stereotypical Marynn culture revolves around the religious worship of a city deity. These pious people gather each morning and evening in the square to pray as a community. Daily life revolves around pleasing their god and performing the various duties necessary to run the city and feed its populace. Tasks are assigned by religious leaders, work loads are shared and all property is communal.


There are Marynns who do not dwell in the cities and are considered by their religious brethren as "godless ones." Many have been banished from the cities, because of criminal activity or religious differences, but some end up as outcastes due to the accident of birth. These Marynn exist as nomadic hunter-gathers and are generally lead by a charismatic leader who organizes the group as needed. Rarely these groups can become large enough found their own city or to take control of an existing one through military means. These cities often begin as dictatorships, but over-time they may move to a religious theocracy which is the cultural norm.


Troll

Trolls are muscular beings with reddish brown skin. They are extremely strong and exceptionally resilient to injury. As a result of their physical prowess, young trolls are often captured and trained as bodyguards. They remain fiercely loyal if treated properly. Trolls that are dominated or controlled will always leave their physical form, if ordered against their masters.


Trolls living in the wild form into extended family groupings. They prefer to live in caves or other stone structures. They are sometimes found living under bridges or in cellars. They were once very common on the central continent, but the humans have enslaved most of them, now only a few wild bands remain in the North. Enslaved trolls are mostly found as body guards, construction laborers, gladiatorial combatants and used by the military as special expendable units.


Trolls are hard workers who enjoy building with their hands, and as a result they are used as laborers. They do not possess the intelligence necessary to design elaborate structures, and they need supervision to perform complicated tasks, such as leveling, arch building and other more precise forms of construction.


Beasts

The wild lands of Meredia are full of strange beasts that have developed magical powers. There are far to many to list here, but the following in a small sampling of the kinds of creatures that populate the Empire and terrorize its inhabitants.


Carnivorous Crawlers

Carnivorous crawlers are vicious man-eating worms that burrow just beneath the surface of the soil. They never live lower than ten feet from the surface. Their lairs are often small hollows just underground. They prefer to live in rich agricultural soil and prey on farm laborers. The footsteps of land-dwelling beings cause vibrations that can be sensed by the worms. The worms follow the vibrations and dig themselves out a short distance away. They attack aggressively, but if their prey is not dispatched quickly they will retreat beneath the surface to recuperate before launching another attack.


Crystalteem

Crystalteems are animated masses of precious and semi-precious gems connected by articulated crystalline structures, organs formed with rubbery membranes and internal fluids composed of silicon oils. They form deep under the surface in areas of extremely high pressure and heat where they siphon energy needed to survive from their environment. Crystalteems do not eat, breath or reproduce. They do not speak or reason at a high level. They have simple intelligence and a limited awareness. They understand pleasure and pain, but not much else. They are non-aggressive and peaceful until harmed. Crystalteems are motivated by a desire to reach the surface where they bask in the rays of the sun. The light reflecting through their crystal structure is believed to be extremely pleasurable. After a few weeks on the surface the crystalteem begins to dry out and flake apart. Eventually only the gem stones and a fine white powder remain. These nonthreatening life forms are hunted throughout Meredia for their gem-encrusted forms. When attacked their crystal structure can produce harmful harmonics as well as causing injury when it is struck.


Dragon

There is no word that evokes more terror in the common person of Meredia than that the word “Dragon!” Dragons are large reptilian creatures that live in the wild lands. While there does not seem to be as many dragons as there once were the dragons that remain are some of the most powerful. Whole legions are often dispatched to drive off a dragon when one is sighted in the settled areas. While the goal is to kill the dragon, most often the dragon is merely driven back into the wild areas. The four common varieties of dragons can breath fire, ice, earth or electrical damage. These are called elemental dragons. Down through the years there have been rumors of other kinds of dragons. There are also stories extremely powerful skeletal dragons that exude unholy auras and suck the life from persons. None of these have been seen in recent years.


Mantid

The Mantid is a common are arcane insect in the world of Meredia. Mantids are narrow bodied, green-colored insects with triangular faces and powerful fore claws. They are sometimes called praying mantis because the insect usually holds its front legs as if it were praying. Most mantids live in tropical or warm climates, but can survive in cooler climates. It is not uncommon to find these giant insects in civilized areas. Mantids prey on other insects, including other mantids. Man-sized mantids will attack anything smaller than itself, including animals and people. Mantids generally blend into the vegetation in which they hunt. A mantid uses its arm-like forelegs to grasp and capture its prey. The forelegs have sharp spines and hooks that hold captives. A female mantid will sometimes devour her own mate, but the male is able to continue mating with the female even after his head and brain have been eaten. Female mantids lay their eggs in masses. The eggs can be found attached to trees and shrubs during the winter when leaves no longer hide them. The eggs are light brown and ribbed.


Rat

Rodents are a plague on the world of Meredia. Imperial cities and larger towns are filled with all sizes of rats ranging from small vermin to man-sized brutes. In the country farmers fear rat swarms that descend on their crops. Cadaver rats live in graveyards, morgues and mausoleums, where they eat dead human flesh. This diet makes them extremely aggressive and causes them to mass into hordes. They are identified by the reddish cast to their eyes. Plague rats are the harbingers of disease. They live in slums, refuse piles and sewers. They are vicious beasts and will not hesitate to attack anyone approaching their lairs. Plague rats are marked by their swollen eyes that drip a yellowish puss. They will transmit a variety of diseases. Water rats dwell along the edges of moving water. They are found on river banks and in sewers. They have blueish membrane which glide down over their eyes and allows them to swim in dirty, moving water with their eyes open.


Reanimant

The waves of dark energy exuded by the Dead One can cause the reanimation of dead flesh. Reanimants are corpses that are animated by a necromantic infection, which activates the body’s muscles and nervous system after death. They are not intelligent and do not remember their past lives. Reanimants moan constantly and can only speak short phrases. They are driven by an instinctual desire to consume living cranial tissue which contains the neurotransmitters they need to survive. Reanimant bodies continue to rot and, as time passes, appear more corpse-like and have less motor coordination. Older reanimants have mottled skin, shadowed eyes and blueish lips. Reanimants with constant food supplies can survive for up to one month, but eventually they will cease to function.


Wolves

The wolves of Meredia are very aggressive and have no fear of civilization. They will hunt any kind of beast or being. Wolves group into large packs and they communicate by howling as they track their prey. Day or night, wolf packs have been known to descend on travelers with unrelenting ferocity. Arcane wolves, such as dire or winter wolves, will sometimes join with normal wolves as the alpha of their pack and the whole pack will rage through settled areas. These wild wolf packs are known to enter homes and pull victims from their beds. Dire wolves are distinguished by the dark black color of the fur on top of their heads around the eyes and ears. Winter wolves are distinguished by the white color of the fur on the top of their heads around the eyes and ears.


Coins & Equipment

The primary coin of the Empire is called the Imperial which is struck in solid gold. The prices of the equipment listed below is the average cost in the Empire in Imperials. Prices in remote areas may be higher and many small towns use a barter system. To make change people commonly break the Imperial into halves and quarters. If an item is listed as .75 Imperials, the proper way to state the price would be “three-quarters” or “one-half and a fourth.”


Imperfect breaks, coin shaving and striking impure coins are a large problem in the Empire. Many a murders have been caused by trying to swindle another with inferior coins. To help combat the breaking and shaving each province and many colonies have their own smaller gold and silver coins; some even print paper money. The value of these coins depends on their composition when compared to Imperials, paper money is not usually accepted outside the issuing area.


The non-human nations have various monetary systems, a collection of coins, gems and trinkets.



Starting Monies: It is customary for teachers and training facilities to reward the student who graduate by providing monies to get them started in the world.


Starting Equipment: All newly confirmed Appointees and those who have trained in non-citizen occupations may purchase their equipment with starting funds before they leave to begin their adventures in the realm. Every Imperial Military Appointee is given one permanently enhanced melee weapon. The enhancement choices are fire, ice, electric or earth. The blade or striking surface of these weapons shine with the chosen element, identifying the person as acting with the military authority of the Empire.



Conclusion

The history of the Empire is the story of humanity's struggle to survive against outside forces and themselves. The tale is full of betrayal, murder and assassination, but also great nobility, sacrifice and devotion. As the greatest achievement of humanity, the Empire of Tyrs is both the best and the worst of humanity. May the glory of the Empire remain!