The Imperial World

Kendi is a large temperate-cool continent located in the mid-northern hemisphere. It is heavily forested with a large mid-eastern plains and two immense mountain ranges. Although home to five cultures, barely half of the land area is known or has been explored and documented. Due to its vast influence, there is little about Kendi that is not associated with the Malikal Empire.

The Empire proper is composed of the Malkean people and Steel Hill dwarves, with one governmental structure used for all municipalities, regardless of size or location, and consisting of twelve offices. Within each office, there are often additional offices that relate to the overall, with the same structure as the primary offices. Likewise, both the Watch Garrison and Legionnaire organization follow similar hierarchical structures, with minor differences related to functional role, i.e., army, navy, city watch, etc.

Citizenship

In the Empire, there’s a big difference between being a citizen and simply living under the rule of the Emperor. Citizens in the Empire are afforded the protection of the militia, they may own land, and can call for an arbitrator for all disputes, in which citizens are usually favored over non-citizens. These benefits do have a cost though, citizens must pay taxes, serve in a social service (a militia, fire brigade, trash collection, etc) for a period, may be conscripted in times of war, etc.

Because citizenship must be earned and is never simply granted, it has great value in the Empire. All citizens have two symbols of citizenship, one they’ve made (often a ring, broach, charm, or clothing patch) that includes the crest of their home city, and a tattoo that includes their name, the date of citizenship, and the Emperor’s crest. These are worn with pride, and although it is possible for those who are unscrupulous to counterfeit these symbols, as citizens are able to move about the Empire much more freely than can non-citizens, forging citizenship carries a penalty of death.

Earning Citizenship

Service to the empire most commonly involves a period spent in the militia of no less than five years, however, there are also a number of civilian social services that qualify. Most of these are profession or labor based where a stipend is paid for the service, but the amount is so small that they cannot afford to live on their own. For this reason, they are often forced to remain with their families or live communally for this period. Overall, the service is supposed to be based on the needs of the city or Empire at the time, but it’s known that those who come from wealthy or influential families are granted easier, more desirable services.

While those born to citizens are provided the protections of citizenship until coming of age when they may apply for it, not everyone has it so easy. Those who are not born to citizens must have a citizen sponsor who is willing to speak for them in legal matters and ensure their service to the empire is performed faithfully for up to five years. During this time, they are expected to pay taxes, maintain a home (citizens of the empire do not sleep in the streets), and obey the Emperor’s Rule. While those who volunteer to serve in the military do not need a sponsor, they’re required to serve for eight years to gain citizenship.

Silverbourne Citizenship

While men and dwarves abide by these rules of citizenship, as part of their admission into the Empire, the elves insisted that any who belong to a Silverbourne coven be considered citizens. It’s a point of contention that has never sat well with the Dourengar and it adds to the pretentious view of the race, so much so, that they’re treated with a degree of spite. This is not to say that all elves are unwelcome, just that their presence is not often appreciated.

Greany Citizenship

Beyond the races of dwarves, elves, and men are the halflings and half-races. Very often referred to as greanies (grain-eez), this disparaging term was once used for those viewed unworthy of citizenship in the Empire, in reference to the green-skinned orcs, but over time, it’s become common to refer to any non-citizen as a greany or denizen. While it’s in the realm of possibility for them to become citizens of the Empire, it’s rare and usually requires an exceptional service or a lifetime commitment to serve the Empire.

While the Steel Hill dwarves have a long history in the empire, in the south of Kendi there was a vast kingdom of dwarves with no care for the world of men, called Dourengar.  Living within huge citadels, deep in the southern ranges of the Granite Mountains, their society evolved around the mining and crafting trades; their rulers were long occupied with the task of defending their kingdom from the mountain predators that had long ago caused them to seek shelter beneath the mountains.

Seeking the Dourengar as allies, the Empire sent soldiers to clear a trade route to them, with no idea of just how dangerous the mountain passes actually were.  After years of failed expeditions in the southern range, a less dangerous shipping route to Dourengar was founded in year 187 of the Emperor’s Rule.  This innovative method of circumventing the mountain dangers served the dual purpose of opening trade, and proving the worth of men to dwarven leaders.  With their Steel Hills brethren having already led the way, the Dourengar joined the empire in year 241 of the Emperor’s Rule as the Barony of Dourengar.

Sitting at the center of the Kendi, this huge elven barony is unlike any other in the Empire. The elves constructed incredible cities grown from the land, with their natural architecture easily rivaling dwarven construction in its intricacy and the splendor of Malkean skylines. It is noteworthy, though, that the living space in these grown structures is small compared to their overall size.

Less than half the structure in elven architecture can be used for living, but then, the gardens are typically a part of the architecture, with water running in a series of thick aerial roots, which allows for a great deal of self sufficiency, as compared to homes in the cities of dwarves and men. In essence, elven gardens are their homes, allowing them to live in close knit, city-like communities while providing for their own food and water needs, and bartering with others individually and in markets.

Their social structure is based on the concept of extended family, and is composed of a group of hierarchal covens that police themselves.  The coven leaders form a council that watches over and guides the barony. For interactions with the Empire, the council selects a regent to represent their interests at Malika. As a society of artists, performers, and philosophers, each member is encouraged to contribute their unique talents for the good of the whole.

The Malikal Empire has many enemies, but the most ruthless of them is the Dre’giin, the united tribes of the savage races. Composed primarily of orcs that had been pushed to the north and a goblin race they conquered there, they absorbed a lizard-like race of magic wielding kobolds (who had long warred with the Silverbourne elves), a fierce race of gnolls, from within the western Aerith Mountains, and an enslaved race of trolls that serve as workers and soldiers. Their complex hierarchy is based more on aggression than raw strength, and has a cooperative leadership with representation from each of the races.

Referred to as the Dregs, they have laid claim to the thick pine forests, perpetually icy lakes, and snow covered mountains of the far north. While they have not warred with the Empire for over four hundred years, they attack the border cities to capture slaves and raiders are found in nearly all continental lands, though their tribes usually keep to the deep forests and mountains.

This is a loose alliance of barbarians inhabiting the upper northwest, the Gul-Horde clans are composed primarily of savage men and elves that prefer a simple life in harmony with nature. This is not to say they’re not capable warriors, to the contrary, they are excellent warriors and experts in guerilla warfare.

Smaller tribes of barbarians are known to exist in the west and south, though they tend to be isolationists, avoiding contact with most other races. The limited trade between them and the Empire has done little to bring the two cultures together, though finding Gul-Horde in Malkean outposts is no longer a unique experience.

Humble Beginnings

The Malikal Empire has ruled Kendi for more than fourteen centuries. While, its influence encompasses nearly two thirds of the known world, this vast dynasty had humble beginnings in the small coastal fishing village of Malika, where a peaceful race of men were attacked and enslaved by a tribe of orcs. Forced to labor and fight as entertainment in the pits, in time they rebelled and overthrew their captors.

Not content with freedom, they hunted the orcs, taking their lands and forcing them into the same kinds of slavery. For decades, men raided the surrounding lands, conquering tribes of orcs and expanding their influence. It was during these raids that Malkean men purged orcs from the northern range of the Steel Hills, freeing a race of dwarves. Long enslaved by the orcs, these dwarves readily joined with the Maliki men, and together felled the orcin empire – driving all that remained into the deep north.

The Empire Forms

After defeating the orcs, a civil war spawned over control the conquered orcin lands. The victors of this bloody war, claimed control over the plains and northern hills, with its leader taking the title of Emperor. With men and dwarves living and working side-by-side, cities were founded under a feudal state, with an appointed council put in place to run the empire, called the Emperor’s Ministry – known as The Coffer for the way they leverage taxes.

This began an era of expansion. In the year 187 of the Emperor’s Rule, a trade route between Malika and the Dourengar dwarves of the southern Granite Mountains was founded. After just over 50 years of extremely profitable trade, the Barony of Dourengar joined the Empire in year 241 of the Emperor’s Rule.

The Dregs Attack

In year 347 of the Emperor’s Rule, three and a half centuries after they’d been defeated, the orcs returned as part of the unified savage tribes called the Dre’giin. After a series of vicious attacks on northern outposts and cities, a militia called the Emperor’s Legionnaires was organized and sent to deal with the threat. The attacks continued and wagons filled with the decapitated heads of Legionnaires were delivered to the gates of the capital city of Malika, instigating six centuries of war in the north.

Already an autocracy, the Empire evolved from a feudal to a military state, using citizenship to compel military service. Though initially reticent of this change, the need for quality armor and weaponry brought significant wealth and power to the Dourengar, and in turn they provided well trained soldiers to defend their Imperial allies.

A Second Barony

In the year 691 of the Emperor’s Rule, a second war erupted, this time in the west and involving a previously unknown race of elves. This war began when a Dourengar led troop, seeking a path to flank an orc fortress in the northern hillocks of Hagganlor, crossed into new territory, and mistook the inhabitants to be of orcish blood, primarily due to their pointy ears. Fifty years later, a truce was reached with the Silverbourne Elves and in the year 743 of the Emperor’s Rule, they joined the empire as the Barony of Silverbourne.

The Dreg Conquest

Though bad blood between dwarves and elves continued (with elven ears still serving as a point of contention between them), having a common enemy in the dregs brought them onto the same side of the war. With these new allies, it still took two more centuries for the Empire to bring the dregs to their knees, formally surrendering to the empire in the year 954 of the Emperor’s Rule.

Afterwards, the Malikal Empire expanded to encompass the east all the way to the foothills of the Aerthin Mountains and all but the far north and the lands in the northwest. Forts were built in the mid-north to keep alert of the Dregs, and so began an era of peace and discovery.

Exploration to War

For hundreds of years before the Dreg Conquest, shipping had been an important part of trade in the Empire. It grew from the oar powered, single mast and sail cargo ships, to the triple mast haulers fifty or sixty feet long, and by the start of the millennia, these haulers could be found in most of the coastal cities and traveling around the southern edge of the continent.

In year 1041 of the Emperor’s Rule, five galleons set out from Malika to explore the seas. Two of these ships returned – the Bald Petrel had found an island continent in the far Southern Sea called Nalren, and the Gallivan, that discovered a vast land in the Eastern Sea named Almathia. From the other three galleons nothing was ever heard. The Elset III and Inqui were sent to explore the Noliana Ocean, and the Conquest I had gone to explore the coasts of the north along the Caelod Strait.

Orc raiders are typically blamed for the galleon lost to the north, while a combination of raging storms and tales of sea monsters are assumed to be responsible for those lost in the western sea. Over the centuries that followed, many charters had been issued to uncover the fate of these lost galleons, but none ever actually launched.

Encounters with the people of Almathia did not go well. All attempts at establishing trade failed and each began to see the other as a threat to their way of life. In year 1204 of the Emperor’s Rule, the Malikal Empire and Soelzen Confederacy of Almathia went to war.

During this same period, the empire colonized Nalren, with hopes of making this strategically vital locale another Barony.

Humble Beginnings

The Malikal Empire has ruled Kendi for more than fourteen centuries. While its influence encompasses nearly two-thirds of the known world, this vast dynasty had humble beginnings in the small coastal fishing village of Malika, where a peaceful race of men were attacked and enslaved by a tribe of orcs. Forced to labor and fight as entertainment in the pits, in time they rebelled and overthrew their captors.

Not content with freedom, they hunted the orcs, taking their lands and forcing them into the same kinds of slavery. For decades, men raided the surrounding lands, conquering tribes of orcs and expanding their influence. It was during these raids that Malkean men purged orcs from the northern range of the Steel Hills, freeing a race of dwarves. Long enslaved by the orcs, these dwarves readily joined with the Maliki men and together felled the orcin empire – driving all that remained into the deep north.

The Empire Forms

After defeating the orcs, a civil war spawned over control of the conquered orcin lands. The victors of this bloody war, claimed control over the plains and northern hills, with its leader taking the title of Emperor. With men and dwarves living and working side-by-side, cities were founded under a feudal state, with an appointed council put in place to run the empire, called the Emperor’s Ministry – known as The Coffer for the way they leverage taxes.

This began an era of expansion. In the year 187 of the Emperor’s Rule, a trade route between Malika and the Dourengar dwarves of the southern Granite Mountains was founded. After just over 50 years of extremely profitable trade, the Barony of Dourengar joined the Empire in year 241 of the Emperor’s Rule.

The Dregs Attack

In year 347 of the Emperor’s Rule, three and a half centuries after they’d been defeated, the orcs returned as part of the unified savage tribes called the Dre’giin. After a series of vicious attacks on northern outposts and cities, a militia called the Emperor’s Legionnaires was organized and sent to deal with the threat. The attacks continued and wagons filled with the decapitated heads of Legionnaires were delivered to the gates of the capital city of Malika, instigating six centuries of war in the north.

Already an autocracy, the Empire evolved from a feudal to a military state, using citizenship to compel military service. Though initially reticent of this change, the need for quality armor and weaponry brought significant wealth and power to the Dourengar, and in turn, they provided well-trained soldiers to defend their Imperial allies.

A Second Barony

In the year 691 of the Emperor’s Rule, a second war erupted, this time in the west and involving a previously unknown race of elves. This war began when a Dourengar led troop, seeking a path to flank an orc fortress in the northern hillocks of Hagganlor, crossed into new territory, and mistook the inhabitants to be of orcish blood, primarily due to their pointy ears. Fifty years later, a truce was reached with the Silverbourne Elves and in the year 743 of the Emperor’s Rule, they joined the empire as the Barony of Silverbourne.

The Dreg Conquest

Though bad blood between dwarves and elves continued (with elven ears still serving as a point of contention between them), having a common enemy in the dregs brought them onto the same side of the war. With these new allies, it still took two more centuries for the Empire to bring the dregs to their knees, formally surrendering to the empire in the year 954 of the Emperor’s Rule.

Afterward, the Malikal Empire expanded to encompass the east all the way to the foothills of the Aerthin Mountains and all but the far north and the lands in the northwest. Forts were built in the mid-north to keep alert of the Dregs, and so began an era of peace and discovery.

Exploration to War

For hundreds of years before the Dreg Conquest, shipping had been an important part of trade in the Empire. It grew from the oar-powered, single mast and sail cargo ships, to the triple mast haulers fifty or sixty feet long, and by the start of the millennia, these haulers could be found in most of the coastal cities and traveling around the southern edge of the continent.

In the year 1041 of the Emperor’s Rule, five galleons set out from Malika to explore the seas. Two of these ships returned – the Bald Petrel had found an island continent in the far Southern Sea called Nalren, and the Gallivan, that discovered a vast land in the Eastern Sea named Almathia. From the other three galleons, nothing was ever heard. The Elset III and Inqui were sent to explore the Noliana Ocean, and the Conquest I had gone to explore the coasts of the north along the Caelod Strait.

Orc raiders are typically blamed for the galleon lost to the north, while a combination of raging storms and tales of sea monsters are assumed to be responsible for those lost in the western sea. Over the centuries that followed, many charters had been issued to uncover the fate of these lost galleons, but none ever actually launched.

Encounters with the people of Almathia did not go well. All attempts at establishing trade failed and each began to see the other as a threat to their way of life. In the year 1204 of the Emperor’s Rule, the Malikal Empire and Sunborn Hegemony of Almathia went to war.

During this same period, the empire colonized Nalren, with hopes of making this strategically vital locale another Barony.

While known, a talent for magic is not common in the core of the Empire (Kendi). Although all of the Silverbourne have some magical talent, very few of them are able to advance beyond simple cantrips. All told, less than 1% of the population have a talent for magic, and of those, less than 1% can master advanced magic. Because of this, there are fewer than a hundred powerful casters in the Empire.

Those casters that have a low level of ability are referred to as magicians, and they number less than ten thousand in the core of the Empire. Since even basic magic offers the capability of casting impressive spells, some of these magicians have been known to make false claims about their power. This has led to a mistaken belief that powerful casters are more prevalent in the Empire than they are.  

Magic Specialties

In the core of the Empire, the only specialization of magic available is Mystic. Elemental magic remains extremely rare as there are no schools dedicated to its teaching. While all spellbooks are available in the Empire, there are some basic requirements.

The Death Eater is rare, and virtually unknown among magicians. Due to its nature, secrets of this magic are closely guarded, with a master traditionally having only a single apprentice, and carefully hidden from the publi.

The study of Life Warden magic is only available through Silverbourne teachers, though it is not restricted from anyone. There is also need for these casters to keep their power hidden from the public, as the power to heal will cause them to be quickly overwhelmed.

While Shamanism, Witchcraft, and Brewcraft are rural specialties dismissed by more well established schools, the trade available in cities makes it viable for them to find resources there. Those engaging in these specialization tend to be viewed as slightly mad.

Druidism tends to be a more solitary or hidden specialization that is more common among the Dregs, Gul-Horde, and Silverbourne than within the Empire. Those learning this specialization typically do so through familial or small community lineages.

The only Runecasters are among the Gul-Horde clans, typically filling leadership roles or acting as soothsayers. The use of this magic is a closely guarded secret not shared with outsiders.

Velhovi Templars

Magic is strictly monitored in the Empire, and it is the Templars of Velhovi who control it. These are the “high priests” of Velhovi, the formidable casters who keep the secrets of magic in temples, have tests to determine magical talent, make all determinations for who is allowed to be trained, and wield formidable political power. Templars have agents in all lands. They work in secret and manipulate the highest level of government, up to and including the Emperor’s Ministry.

The Templars watch those who are able to cast advanced magic, keeping them close where they can, using their agents to watch those who stray. It is rumored that they even track magicians in the Empire and have a grimoire that lists all of them and the strength of their magic. While Cydis has a much larger following and priests of that order are well respected, Velhovi Templars are empowered to take control of any situation in the Empire.

Although they are politically powerful and have long controlled the access of magic, they’re more legend than real to the people of the Empire. As is the case with most followers of Velhovi, they stay in the shadows. They don’t use identifying symbols or wear designated clothing; there is no official temple to Velhovi. Very few know how or where to find the Templars, but for those they seek, there is nowhere to hide.

Although their are other beliefs, throughout the Empire, there is a henotheistic religion based on Kahloe, a genderless supreme being who is responsible for bringing everything into existence. Referred to as The Kahl, the entity represents a universal divinity of order, which includes creation, the cycles of life and death, and a living path. The latter is a series of simple tenets providing a guide of accepted morals and behaviors to succeed in life.

The Kahl isn’t worshipped in a temple, it’s taught in classrooms and by mentors or masters to their apprentices. More a philosophy than a religion, it serves as the educational basis for the culture.

A farmer may explain that: “The Kahl makes the seed grow, providing sunshine and rain, but it’s you who must protect and cultivate it.”

While hunters teach that: “Kahloe created animals to feed us and the knowledge to hunt, it’s up to you to kill judiciously.”

Smiths profess that: “The Kahl put the iron into the ground for us to find, and gave us the knowledge to make it into steel, but it is formed by your hand to be a spade or a sword or a shoe…”

Beyond The Kahl there’s a small pantheon of gods called the Aspects of Kahloe, but in the empire only two are worshipped outright, Cydis and Velhovi. Small temples devoted to the other Aspects of Kahloe exist, especially among elves and in some of the more rural areas, but they try hard not to draw attention to themselves.

Aspects of Kahloe

Each of the aspects represents a concept or ideology.

Cydis is the god of truth, glory, and war and is the founding religion of the empire. Temples to Cydis can be found in all cities and all those who serve in the militia are required to attend services. Temple priests have a great deal of influence and serve as leaders in their communities. Because Cydis is known as the defender of the people he’s been long embraced by the citizens of the Empire.

Velhovi is the goddess of magic. Though not as powerful as Cydis, her influence touches everything from fairy tales to the practice of the arcane and dark arts. Temples to Velhovi can be found by those who know where to look for them, but gatherings are much smaller and tend to attract a more learned following.

Raziel, the god of artistry, is popular among dwarves and has a secret following in the Empire, especially among the more affluent, in the form of decorations. Because symbols of Raziel can show up anywhere, even in temples devoted to other gods, Priests of Cydis are especially vigilant against his followers.

Pulull is inaccurately referred to as the goddess of nature by most in the Empire, but among the Silverbourne she is seen as the embodiment of vegetation, growth, and fertility.

Chjadrak (sha-drack). Where Kahloe is the universal divinity of order, there’s an opposite in Chjadrak. Represented by the orc god of the same name, it is the entity of chaos that exists in Maeles, the place from which all entropy and turmoil come. The relationship between Kahloe and Chjadrak are different sides of the same coin, one cannot exist without the other, yet they always work against one another to maintain a balance.

While Kahloe brings the rains, Chjadrak causes floods; where Kahloe provides the light of day, Chjadrak brings the draught. Superstitions have arisen to keep Chjadrak at bay, from planting in a series of straight, parallel rows to symmetry in everything from construction to crafting. It’s considered good fortune for families to have an even number of boys to girls, and boy-girl twins are revered as extremely lucky. Although these superstitions are stronger in more rural areas, it is common to see children lined in boy-girl pairs and similar colored and sized horses pulling the carts to market in all cities.

Order vs. Chaos

The pantheon of gods that’s associated with The Kahl represents the forces of order, while twisted demons and the undead represent the forces of chaos. Thunderstorms and natural disasters are gateways to the Maeles; during these the forces of Chjadrak seek to upset the balance that exists between the two entities, to spread the influence of chaos. Other gateways to the Maeles do exist, which demons use to cause chaos, whether by strengthening the Gul-Horde, influencing weak-willed people, or simply torturing any they find.   

The Afterlife

Those who have followed the living path return to The Kahl in death, strengthening it. Because of this, many people find images or aspects of their loved ones in things that they loved in life, proof that they rejoined The Kahl. The dead are buried to return their bodies to the ground, allowing them to rejoin the cycle of life. Those who don’t follow the living path are claimed by Chjadrak and taken by demons to the Maeles where they are tortured and twisted, made into demons that will often return to haunt their old lives.

Across Klaea there are some common standards of time:

  • 60 seconds = 1 minute
  • 60 minutes = 1 hour
  • 24 hours = 1 day

With a specific cycles based on the region.

  • 6 days = 1 week
  • 6 weeks = 1 month
  • 10 months +4 days = 1 year (364 days)

Imperial Calendar

In the early days of the Empire there was a focus on the natural world, this was mostly due to the philosophies of Kahloe beginning to develop as a religion. The days of the week were named for the wonders that the Kahl provided to everyone in the world.

  • Sunsday
  • Seasday
  • Treesday
  • Mountainsday (Minesday)
  • Skyday
  • Moonsday

As the sun rises in the east, over the sea, and sets in the west, it was decided that the week should reflect the progression of each day. The week begins with day of the Sun and progresses over the Sea, providing light to Trees and Mountains, before leaving the Sky, and allowing the Moon to come out.

The workweek starts on Sunsday and concludes on Moonsday, which is a mandated day of rest, only the military is on duty, all else shuts down.

While the days of the week honor Kahloe, the months are named for the ancient heroes of the Green Purge, which finally freed the lands from the orcin empire.

  • Ealdamon                            Fall
  • Walakamon                        Winter
  • Rendrilimon                       Winter
  • Vondamon                          Winter
  • Tarikamon                          Spring
  • Balamon                              Spring
  • Jadirimon                            Summer
  • Elsumon                              Summer
  • Scarlimon                            Summer
  • Quintsmon                          Fall

These ten months account for only 360 days of the year, the remaining four days are known as Emperor’s Holiday. Celebrating the end of one year and the start of the next, these are the only Imperial Holidays, but they’re not the only ones celebrated in the Empire.

While the Empire doesn’t recognize them, there are some racial religious and social holidays that are celebrated in their own lands and in private.

Emperor’s Holiday

These four days are not part of a standard week, they’re special days, each of which is named for a specific celebration.

Cropping begins after the last day of Quintmon, it is a celebration of the harvest, beginning with blessings by priests of Cydis and a ritual cutting and burying of stalks. After these superstitious rituals complete, there are a series of feasts that end with music, dancing, and often a riddling or story based contest.

Honor’s Eve is a day or remembrance, where the family and friends of those who have died in the past year gather to remember them. The day is spent near the markers of the entombed, where personal mementos and items representing their professions are laid and those who attend share stories and memories. As evening falls, a night of drink and celebration follows in their honor.

Masquerades marks the eve of the year, during this day everyone wears masks, typically made of wood or cloth and adorned with animal horns to give them a demonic look. Most celebrations begin early in the day, and between the dancing, music, and heavy drinking, the masks are meant to confuse the minions of Chjadrak, leaving him unable to take advantage of the chaos.

The new year begins with the Day of the Empire, it is a celebration of its founding and expansion by the baronies. As the toll of the previous days comes to a head, the people show their strength and stamina in grueling physical contests; those who win are rewarded with prizes and a year of bragging rights.

Recognized Holidays

There are two holidays celebrated in Imperial cities outside of the Emperor’s Holiday.

Crafting Day. A Dourengar holiday taking place the first day of spring, where crafters in various professions compete and show off their wares.

Festival of Life. A Silverbourne holiday that takes place on the first day of summer and celebrates vegetation, growth, and fertility.

Coin and Commerce

The pure silver veins in the Steel Hills were the reason that the orcs enslaved the dwarves there; after the Green Purge, those mines supplied the wealth that built the Empire. Over the centuries, the simple minted coins that were stamped with the seal of the Empire evolved into a hexagonal shape (representative of the six days of the week), using a series of grooves to form the seal, allowing the coins to lock into a stack. The coins are referred to as shards, a stack of ten shards is a staff, and groups of ten staves are called chains.

  • 1 shard = 1 silver piece
  • 10 shards = 1 staff (10 silver pieces)
  • 10 staves = 1 chain (100 silver pieces)

Shards, staves, and chains are the only monetary system in the Empire, all the baronies have been converted to it, though there are a few variations in denomination and terminology. Dourengar use half-staves (5sp) and half-chains (50sp), which have also been adopted by the Falian. In Nalren though, they refer to shards as bits, and staves as sticks.

The value of the shards is the same regardless of where in the Empire they are used, however, the Silverbourne usually prefer trade over the use of shards, and tend to charge more when the coins are used in their lands. In addition, while the practice of bartering and haggling is common in the Empire, the elves despise this practice, often refusing to deal with those who attempt it.

Weights and Measures

Referred to as the Imperial Scale, the Empire has a standardized form of measuring that all of the baronies are required to use. Length is based on the yard, or the base distance of a single step.

  • 1 yard = 3 feet
  • 1 foot = 12 inches
  • 1 furlong = 220 yards = 660 feet
  • 1 mile = 8 furlong = 1760 yards

Weight is based on a pound of silver broken into 16 ounces, since 1 ounce is required to make ten shards.

  • 1 pound = 16 ounces
  • 1 tone = 1600 pounds