Overview of the World of Intea
The Citernian Empire embraces the entirety of civilised life on the continent of Intea. From the western shores to the southern savannah, taxes and honours are paid to the Emperor in his palace in the imperial capital of Maveii. The empire covers two thirds of the continent: only the wild lands in the north and west remain free of the Imperial yoke, where the forests and mountains echo with the war cry of barbarian warriors, and plains thunder with horses hooves.
The Citernian Empire is composed of a large number of provinces, each composed of a different people and culture. The Citernian Empire is predominantly human but there are so called “demi-humans” within the Empire, the most prominent of which are the dwarves. Most of these live in their own provinces. The oldest, richest and most civilised of the human provinces lie on the western seaboard, and these provinces have the most influence over the Emperor and the Imperial Synod.
Day to day government is in the hands of local leaders, but each province has a governor and garrison that is the ultimate authority, both in law and with regards to military matters: Imperial rule is founded not in extensive interference, but instead on the threat of military force should local politics get out of hand.
The Empire was not born overnight and the expansion of the Empire was a gradual one, going back hundreds of years, as documented by the main archive of the Emperors in Maveii. The vast majority of provinces have been within the Citernian Empire for over a hundred years and as such Imperial rule is the norm. A common culture is spreading among the nobility of each province, mirroring the spread of “Imperial Citizenship” for army veterans and political elites, a status that affords rights and tax advantages.
Current Events
The Emperors in times past were elected generals, who eventually became hereditary monarchs. For a hundred and twenty years the imperial succession has been to a nominated (often adopted) successor who usually only takes office with the consent of the Imperial Synod. The Imperial Synod is composed of wealthy and influential citizens. In ages past it was composed of natives of Citernia but in recent years, with the spread of citizenship, it has begun to reflect the diverse nature of the Empire.
The previous Emperor, Pacatianus I, died of natural causes three years ago. Unluckily he outlived his nominated successor, the general Sabatain, who died in a raid by tribesmen on the frontier six months before. The current Emperor, therefore, is Pacatianus’ second choice, the administrator Mercus Silbannacus, crowned as Silbannacus II. While reputed to be a capable individual known to the Imperial Synod and the Imperial Court, Silbannacus is unknown and untested in the eyes of the army, and has not had the time to win over his new subjects in advance of taking up his position as Emperor. As such, his hold on the throne is shaky.
In response to this, Silbannacus immediately embarked upon a great venture: a war of vengeance against the tribesmen that murdered Sabatain, which has evolved into a war of conquest into the heart of the wildlands of the northwest. Some whisper that the goal is to unite the whole of Intea under the Imperial banner. Already a trio of “New” provinces have been taken, although the governors of these provinces are finding that the people therein are far from ready to accept imperial rule. However, even considering the profits of the (meagre) plunder and war captives taken, the expense of the war far exceeds any benefits that can be gleaned from the new lands conquests in the foreseeable future, and years of hard fighting lie ahead.
The Colony
For years, explorers and adventurers have spoken of a landmass north and far to the west of the great continent of Intea, named Latensil but known in general parlance as "The Isle of Sunset". Tales abound of lush forests teeming with game and grey mountains laden with minerals; and equally, of foetid, disease ridden swamps, savage tribes, and voracious fauna. Yet should a hard-bitten explorer be bribed with enough rum and gold to speak of what haunts his dreams, then an avid listener can hear tell of strange, haunted ruins out in the wilds, clearly crafted by no human hands, whose warm black stone drips with an aura of menace.
While this landmass has long been known, it has remained the province of shady adventurers and reckless prospectors until the current time. It is only in the reign of Silbannacus that the idea of settling Latensil permanently has gained currency: to bring such a semi-legendary land within the Citernian Empire would cement the new Emperor’s rule yet further, and Latensil’s unspoilt mineral wealth would help fund the wars of conquest in the east. As such the Emperor dispatched Exploratores to scout for a suitable site for a colony early in his reign, has hand-picked a governor and prepared a force of soldiers to establish a mineral extraction programme.
The original plan included a prison colony to provide agricultural and other services to the soldiers, and to work the mine itself. The outpost was otherwise going to be a small and tightly run military expedition. However on the lobbying of several trading guilds and other powerful magnates a full civilian settlement is now being planned, open to those who have the courage to live an arduous life in a remote colony.
The first ships have set sail, carrying the governor and his soldiers, and representatives from the powerful Orennian trade guild, who have won the exclusive contract to trade surplus raw ores back to the Empire. Accompanying them are the first of the volunteer settlers – the first of many, should the venture be a success. They sail towards a site identified in advance, a sheltered cove beneath a great forest and near a spur of the mountain range that dominates the interior, with ready access to fresh water and some seemingly fertile land for agriculture.
This will be the site of the colony of Favonis.
Official Lore - World Overview (START HERE!)
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Re: Official Lore - World Overview (START HERE!)
The Colony of Favonis
Favonis is a brand new colony. Some of the groundwork of construction has been done by Legio XIV Rapax, and some has been done ad-hoc by colonists (for example, the inn) but there is much left to do. The intention of the Emperor is that the colony of Favonis will rule itself, while the governor rules the “province” of Latensil (of which Favonis is a part).
The Emperor has granted exclusive trade rights to the Orennian trade guild, who will control all non-imperial trade with the mainland. He has also deputed the Guild of Engineers to undertake construction work in the province, both in the colony itself and in the surrounding lands. Exploratores have been dispatched to allow the Governor to better aid both his own troops and Favonis itself.
Favonis is self-governing, under the governor. Government is expected to consist of a council of the important guild groupings and trading interests in Favonis, along with an imperial representative. Favonis will be permitted to raise federates for its own defence – indeed, it will be encouraged to do so. While the governor and his legionaries are present to protect the colony in extremity, their first priority is the imperial mining operation and their numbers are too few to guarantee safety should some unexpected threat arise.
Favonis is a brand new colony. Some of the groundwork of construction has been done by Legio XIV Rapax, and some has been done ad-hoc by colonists (for example, the inn) but there is much left to do. The intention of the Emperor is that the colony of Favonis will rule itself, while the governor rules the “province” of Latensil (of which Favonis is a part).
The Emperor has granted exclusive trade rights to the Orennian trade guild, who will control all non-imperial trade with the mainland. He has also deputed the Guild of Engineers to undertake construction work in the province, both in the colony itself and in the surrounding lands. Exploratores have been dispatched to allow the Governor to better aid both his own troops and Favonis itself.
Favonis is self-governing, under the governor. Government is expected to consist of a council of the important guild groupings and trading interests in Favonis, along with an imperial representative. Favonis will be permitted to raise federates for its own defence – indeed, it will be encouraged to do so. While the governor and his legionaries are present to protect the colony in extremity, their first priority is the imperial mining operation and their numbers are too few to guarantee safety should some unexpected threat arise.
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