History of the Imperium and the Imperial Empire
Imperium Ranks: (Numbers indicate number of standard troops under their command not specialized or support beasts)
Courier - New recruits to the Imperium?s army they are usually used for delivering messages when they aren't being "instructed" in the ways of war.
Seeker - Equivalent to the scout, seekers explorer the terrain in front of a moving force however unlike scouts they are lower ranking than their equivalent to the regular and also lack any ranged weapons save for their throwing axe.
Pillager - Moderately armored these are the equivalent to the Imperial regular and sport a two edged axe along with two smaller throwing axes. While generally inferior they have been altered through medicinal methods to be extremely tolerant to pain making them a severe threat at any rate.
Shaman - The equivalent to the medic they oddly enough are purposed so much to healing as to maintaining the physical and mental posture to the other warriors of the Imperium. They are usually equipped with a mace and torch that burns incense that can stun an opponent if inhaled.
Immortal - Roughly the equivalent to the Praetorian Immortals are equipped with extremely heavy armor that generally limits their speed however anyone that gets in range of their claymore is in serious trouble. With armor that is practically immune to arrows and almost impenetrable to anything except the best blades many view them as really being immortal. Their black armor is decorated by a green stone on each pauldron that gives an eerie glow in the dark to intimidate their foes.
Crimson Immortal - An elite form of the standard Immortal the Crimson Immortals are picked from beasts that have a desire to shed blood at a particularly high rate. Their armor is slightly better and they are improved with multiple throwing axes and shields that replace their claymores with double bladed axes. Instead of green glowing stones on their pauldrons they have stones that glow crimson red hence their name.
Warlord (80) - Experienced warrior decorated in heavy armor similar to an Immortal however the chest piece of their cuirass is decorated with eight small green glowing stones around the neck and they tend to wield a spiked mace or flail accompanied by a short spear.
Overseer (240) - The overseer commands a group of composed of four warlords and their forces, commonly tasked with raiding villages and settlements for resources and to spread terror. They are marked by their distinct armor that mounts two glowing green stones above the eyes of the helmet rather than on the cuirass or pauldrons. Their armament consists of two small double bladed axes and a shortened halberd.
Inquisitor (100) - The inquisitor is the one tasked with leading the forces of the Crimson Immortals and commonly wears lighter armor with a crimson red cloak. Their armor allows them to move faster and with more flexibility giving them the opportunity to take advantage of their two serrated medium swords.
Overlord (960) - Elites of the Crimson Immortals they wear armor with spiked pauldrons and a horned helmet. Commanding large groups in massive raids they charge in to battle swinging their large quad serrated bladed mace that also can act as a spear with the long spike on top of it.
Baron (3840) - The one in charge of a city in the Imperium barons also can lead large sections of the army to decimate the Imperium?s foes. In battle they wear heavy armor that can be distinguished by its rough points and edges giving the wearer a more brutish appearance, this is enhanced by their heavy maces that have triangular spikes giving them excellent armor penetration. Instead of throwing axes they are equipped with double serrated bladed short halberds.
Ascendant (7680) - In charge of a district within the Imperium ascendants are also in charge of the forces in that district which can be the forces of two barons or up to seven depending on the number of cities within their district. They wear heavy armor and a pale green cloak that is dotted with small glowing green stones while each pauldron has a crimson glowing stone and another is centered over their heart on the front of their cuirass. They commonly wield a serrated claymore and two small eight serrated bladed maces.
Emperor - Leader of the Imperium the emperor can command the entire army if he so desires. He doesn?t share his power with any other including his wife and can order the death of any beast at any time. Unlike most others his armor is smoother though heavy and it is decorated on the pauldrons and front of the curiass with a paw made from glowing crimson stones. The so called blood paw is the symbol of the Imperium?s power over all. The emperor?s weapon is a serrated claymore that is decorated with glowing crimson stones that line the blood channel on either side of the blade and a pommel made from the same stone. The hilt?s two guards are actually triangular spikes that the emperor can thrust into his opponent if he is too close to use the blade of his claymore.
I am digging up files from old so this will take time to complete. This is merely the beginning on the data about the long lost Imperium that existed when Salamandastron was still erupting and Mossflower was an area of ashlands. The perfect workplace for slaves.
Eradaukh Imperium Historical Information:
Status: Eradicated - Reason: Civil-war & Slave Rebellions & Power Vacuum
Predecessor - Kodiak Dominion
Ascendant - Imperial Empire
Eras of existence - 83 Imperial Eras (830 generations or 20750 seasons) [Estimates off existing artifacts and records)
Ethic Alignment - Dark
Size - Known world & beyond
Government - Imperialistic / Aristocratic
Races - Mongooses
Primary source of industry - Slavery
Alignment - Evil (Lower than -10)
Estimated Army Size At Pinnacle - 84 Districts - Roughly 645,120 Troops
Tech Level (0-10) - 9.5
Military: Interested mainly in warfare it appears that the Imperium had very high quality steel alloys that were as per their culture blackened to cast shadows on the spirits of their opponents. Imperium armor and weapons were made up usually of the alloy however records indicate that their earlier armors were of more regular steel with no cultural alterations. Their primary siege weapon appears to have been a modified super ballista that fire boulders or large urns filled with small metal spheres and an explosive powder that was ignited when exposed to a fuse lit before firing. These super ballista are believed to have been on a similar scale to trebuchets and used very complex gearing mechanisms to arm. Also notible are records that indicate that their armies used strange medicinal agents to enhance their pain thresholds and strength however this appears to have drastically shortened their lifespan.
Industrial: To keep up with their demand for military equipment their industry appear to have been quite advanced though not quite the level of their military. In whatever locations they could it appears they used blast furnaces that fed off the heat of volcanic activity allowing for a constant production line without the worry of fuel unless the volcano went dormant. Some of these blast furnaces are believed to have been able to hold hundreds of sword and armor molds at once. Their mines appear to have been extensive and largely run by slaves, some maps indicated entire mountains were leveled to harvest the precious metals that fed their military's requirements for equipment.
Agricultural: The second least advanced field in the Imperium their agriculture was not run by slaves due to distrust except for the farms that fed said slaves. Despite their lack of invention in this field entire valleys and plateaus had to have been devoted to agriculture. There are some disturbing records that seem to indicate there was one region of agriculture they looked heavily into, growing plants that needed little to no sunlight.
Diplomatic: This field of research appears to have been nonexistent in the Imperium as all other nations they encountered they simply conquered with no exception.
City Structure: Cities of the Imperium are vast beyond measure stretching several kilopaces in all directions. The defenses of these cities made them practically over sized fortresses with walls that spanned nearly eighty paces and were over double that in thickness. Time has buried these examples of engineering but from records gathered the outer walls circled the city but also had a section of wall the split the city in half. At the middle of this center wall was the city's hall contained underground beneath the primary military fortress where the Garrison stayed. Even if the outer wall was breached the enemy would only have half the city and the fortress designs appear to indicate that the garrison would be capable of outright leveling that half of the city bringing it down upon the enemy.
Grand Fortress: Nothing short of a man made mountain using a battering ram on the outer walls would have been nothing short of comical and attempting to use a siege tower was just as bad. The outer walls appeared to have been so thick that one hundred ranks of archers could stand behind each other and still have plenty of room to fire however this appears to have been more intended for their massive siege weapons. Not only is the wall thick but it has several stories with the first being forty paces up the second sixty and the third eighty before the roof at ninety. After this super heavy wall was a smaller interior wall twenty paces thick by twenty paces high roughly an average of two hundred paces from the outer wall. Inside this wall was the main fortress with an army that could repel an attack then pursue them. These fortresses appear to have been designed to be built on depleted flat mines leaving their foundations entirely composed of stone making tunneling next to impossible.
Slave Labor: Having occupied the entire known world in their time the Imperium appears to have enslaved all known races that existed at the time. Conditions in the records make today's "vermin" look like… well sweet and caring beasts. Slave recordings state that their water sources were contaminated with filth from both the slaves and the cities the worked near, apparently Imperium sewer systems were designed to in their words "control rampant pest populations". Additional notes state that once a mine shaft was depleted the Imperium had the slaves direct the sewer system into said mine shaft. In wet climates slave labor was virtually nonexistent though not for the good of slaves, fatality rates in recorded complaints by Barons are 100% due to working conditions, disease, and a no medical treatment for slaves policy imposed by the Imperium. In desert areas slaves were used to clear away sand and if they didn't have enough food a diet similar to those of wolverines and ermine was imposed upon the slaves, refusal meant starvation or becoming part of the diet.
Downfall: Final and best preserved records indicate that groups of ethically challenged Imperium citizen grouped together around the 82nd era and formed a plot to free all slaves from the some 84 districts of the Imperium all at once. A few of the plots failed but most succeed crippling much of the Imperium's infrastructure. The defections also caused mass paranoia resulting in many unwarranted executions of high ranking members of the Imperium that left individual leaders grabbing for power causing the Imperium to fracture into several small kingdoms that all but wiped each other out. Raids by former slaves further reduced the remains of the Imperium until they faded from history altogether. It appears that out of fear and hatred the slaves destroyed anything and everything of Imperium culture that they found.
Imperial Rankings (Numbers indicate number of standard troops under their command not specialized or support beasts)
Trainee - Imperials of the Military Clan who are training to be in the Imperial Military. Trained in groups of size equal to patrols they are never sent into true engagements.
Regular - The most common type of Imperial soldier. Regulars are versed in many types of combat from using medium swords and tower shields to the repeater crossbows they carry with them.
Medic - Lacking shields medics use two short swords for combat and are considered slightly higher ranking than other regulars. Medics will often take off their helms when tending to wounded if they are wearing them at all. Medics are highly skilled in battlefield medicine and certain surgical operations such as removing arrows and setting bones correctly.
Scout - A tad higher ranking than medics, scouts are often considered an auxiliary leader because they lead their units where they need to go. Trained to use short swords and a longbow they lack shields and often don?t use helms to provide maneuverability to their heads. Well versed with tracking they also tend to be picked from beasts with exceptional eyesight.
Watch Master (10) - Only found at remote border watchtowers watch masters command the beasts manning these positions and are equipped the same as regulars. They are required to have some experience in the field.
Patrol Commander (50) - Patrol Commanders are in charge of outposts that are normally home to two patrols and are equipped like regulars however they wear a gold amulet with a sapphire to signify their rank. (Single large sapphire on gold amulet)
Praetorian - Elite Guardsmen - Praetorians and Elite Guardsmen are more experienced and well trained than regulars equipped with more advanced equipment. They rarely leave Imperial borders and are required to have the Military Clan as both their primary and secondary blood clan.
Group Commander (500) - Group Commanders are normally stationed in fortresses and small cities and have considerable field experience. Group Commanders will usually have patrols supplementing their main force if they aren?t in charge of a patrol grouping. In the field they are equipped the same as regulars. (Single large sapphire surrounded by a circle of ten small sapphires on gold amulet)
(Praetorian / Elite) Guard Commander (50) - Guard Commanders lead small detachments of Praetorians or the Elite Guard on guard shifts or in large field formations. (Single large sapphire surrounded by five small rubies on gold amulet)
Legion Commander (5000) - Legion Commanders are in charge of large military forces which can either be cobbled together in a single massive force of destruction or divided into groups and patrols to defend the land. More often than not Legion Commanders reside in medium to large cities or strongholds. Legion Commanders are long time veterans and utilize gear similar to Regulars however it is visually different. (Single large sapphire surrounded by five more large sapphires on gold amulet with silver rim) - (Praetorian / Elite) Group Commander (500) - Praetorian and Elite Group Commanders function to lead large detachments of the Elites on defensive and offensive operations however their tasking is normally to defend important cities. (Single large sapphire surrounded by five large rubies on gold amulet with silver rim)
(Praetorian / Elite) Legion Commander (5000) - Commanding a full legion of elite troops these commanders are almost never dispatched outside the Imperial Capital. They are among the most experienced in the Imperial military and are capable of taking command multiple regular legions if necessary. (Five large sapphires surrounded by ten large rubies on gold star amulet with silver rim)
Master Commander - Only three are active at a time these commanders are technically in charge of their designated forces (Regular, Praetorian, and Elite Guard). The word technically is used because of the inability for real time communication across the Empire. They will often move to continents of large scale wars where several legions of their forces are deployed to give a central command to the field of battle. These are [("the")] most experienced beasts in the Imperial military.
Supreme Commander - Once the emperor?s eldest offspring has come of age to be in the Imperial military he is given position of Supreme Commander (though he must take the ?advice? of other commanders) and allowed to travel with the Praetorians in the event they are actually used for something. In the event he dies the next eldest will take his place, this is to ensure that the future emperor has an understanding of the Imperial military and the threats to the Empire.
Emperor / Empress - Not specifically military they are the ones who decide when war is declared and where military forces are most needed.
Imperial Empire Historical Information:
Status: (At the time of this recording) Active
Predecessor - Eradaukh Imperium
Ascendant - Many ranging kingdoms of vermin and woodland origin
Eras of existence - 50 Imperial Eras (500 generations or 12500 seasons)
Ethic Alignment - Gray
Size - 7 Continents, 38 Islands
Government - Imperialistic / Clan
Races - (Primary - Meerkat) & (Attending - Chinchilla, Wallaby, Raccoon, Alsatian, Thylacine)
Primary source of industry - Mining and Smelting Clan
Alignment - Mild (+3)
Estimated Army Size At Present - 300,000
Tech Level (0-10) - 7.5 (Regular Military - 7.5 & Praetorian / Elite - 9.75)
Clans - Military, Science, Maritime, Mining and Smelting, Manufacturing, Agricultural, Trading
Clan Wars: In the early seasons and even prior to written history meerkat history ten clans of meerkats were spread across the deserts of the home continent. From the known beginning these clans fought each other for control of land and resources including the rare fertile lands along the Vitality River. The fighting lasted for generations steadily weakening the clans and resulting in the destruction or absorption of five of the clans. With mined materials relatively rare the more sustained farming clan overtook their counterparts who were more experienced in mining and tooling. The seafaring clan that utilized the few massive rivers of their homeland to the fullest was able to overrun their neighboring traders and continued on to engage in conflict against their agricultural opponents. During this time refugees from the absorbed clans that had managed to evade their conquers steadily flowed into the capital of their scientifically experienced cousins who showed a significantly higher degree of docility. Not long after the arrival of the refugees they were faced with a clan whose only specialty was to fight forcing them to consider surrender. Before a decision could be reached however the leaders of the Militant clansbeasts proposed an alliance fearing that if they attacked the scientists would destroy all their secrets. With the skills of the refugees working to their fullest the thinkers were able to arm the warriors with copper and basic bronze equipment allowing them to subjugate their remaining opponents with relative ease. Near the end of this conflict that extends back before recorded history the scientists determined that their numbers were dwindling to such a small number that more loses could result in extinction in a few generations. Seeing this and bringing the concern up with their warrior allies a general meeting was called for all the remaining clans. In these talks a uneasy alliance was formed between all of them in the name of survival and the three subjugated clans were reformed, free of their conquers.
Clan War Era Technology: (.5-2)
Early on the most common tools were cactus clubs and sandstone blocks however a clans such as the miners and the scientists developed slightly better stone tools though wood handles were virtually no existent due to the vast desert. Early armors were merely sets of shells collected from lobsters, scorpions, and clams however proved more than adequate against cactus tools; the maritime and agricultural clans were practically the only groups with access to these primitive armors. Later on with the help of refugees the scientists and warriors would gain access to copper and tin in small quantities throwing the technological curve several eras ahead of its present status.
Alliance: Rather short lived the Alliance lasted only for about fourteen seasons and was a period of truly massive technological acceleration as all the clans gained access to more advanced materials. With the homeland mainly deserted save for the meerkats war was absent and thus the Militant Clan honed their skills with training. It was later in this period in which the northwestern woodlands were discovered along with the chinchillas who oddly enough to the meerkats bathed in dust instead of water. With their numbers still extremely small the meerkats looked into forming an alliance with these newfound beasts.
Alliance Technology: (2-4)
During this time period iron was heavily invested in and extremely crude steel was developed. Sandstone structures were replaced with regular stone ones and marble as well as granite started being quarried. With access to wood products, shaft mining became viable causing the depth and number of new mines to jump dramatically as the concern about the soft sandstone caving in became less of a concern.
Early Eras:(0-10) The Imperial Empire was formed to annihilate any chance of a defection by one of the clans and gave power almost entirely to the Military Clan. All power was granted to the Emperor and/or Empress who could make "almost" unquestionable decisions though the majority of administration was done by the Clan Councils, there was one council of five for each clan with an elder and four regular council members. The Military Clan was the only clan that didn't have a council and instead relied on a command structure that tied directly or the Emperor and/or Empress for decision making.
In the first ten eras work was done on the Imperial City, carving out an entire mountain of corundum that spiked up from the center of the Vitality River. Massive in size the Imperial City wasn't completed until the twelfth era with walls and primary structures carved from the very corundum that made up the mountain. Most significant is the tiered tower in the middle of the city with a fired beacon at the top that can be seen days away across the vast open desert. Besides the Imperial City most resources were devoted to constructing settlements rather than exploring.
Mid Eras:(11-35) Sometimes called the age of expansion this is the time in which most of the Imperial Empires advances and discoveries occurred. Five surrounding continents were discovered early on and settled almost immediately to expand living space and material access. The discovery of the wallabies also occurred early on and it proved even easier to ally with them than the chinchillas. During the twenty third era the fourth island chain discovered was found to be home of the raccoons however initial contact was difficult due to distorted conflicts in which raccoons attempted to play with the Imperials however ended up killing them. After settling issues explained by the raccoon's hyperactivity from a diet largely based off of foods combined with sugar cane an odd pact was formed with the creatures, raccoons that accompanied Imperials would be sent into areas of extreme hostility first during this era as their stealth and "playing" skills were uncanny during this time. Alsatians were discovered late in this time period on another continent around the thirty second era and though aggressive proved to be moderately civilized allowing them to be implemented into the Imperial Empire after only a few minor conflicts and thorough talks. Alsatians would quickly become a prized addition as they would come to form the backbone of a new force Imperial Riders. Late during this time period jaguars of Thandian origin attempted to expand on one of the outlying continents resulting in a eight season long war that ended with the Thandians being trapped in their homeland with the help of Drengin Wolves whose lands neighbored them.
Late Eras:(36-50) A slight slowing in technological advancement Imperials continued to explore however also began digging up artifacts from the past in the practice of a science called archaeology finding signs of a vast extinct empire entire cities were built to support larger excavations and full legions stationed to protect the projects. The temperamental but highly advanced Thylacines were discovered in the forty second era and were integrated into the Empire at the will of the Empress at the time. Initially resistant to the action the Thylacines threatened to engage in conflict however this was quelled once the vast reserves of raw materials held by the Empire became available. Thylacine eventually began working with the Scientific Clan to develop better gunpowder based weapons, (the thylacines already used primitive rocket arrows), resulting in siege weapons such as the hwacha and front loaded cannon. Mossflower was discovered at some point in this period as well as a number of other lands many of which were now under the control of various kingdoms triggering rather minor conflicts and the formation of a few treaties. Drengin Wolves attempted to invade the Empire near the end of this time period and were utterly annihilated outside the Imperial City after having evaded contact until just a days march away from the capital. With their military crippled the Drengin were overrun again by the Thandians who after another twenty season war were left without any practical military.
Modern Eras: (51-??) This is pretty much what would be the present era for most rps that the Imperial Empire is involved in. Both Kyra's and Avalon's backstory's are centered in the 52nd era while Erased Through Time is centered sometime in the 54th era.
Imperial Equipment - Imperial military equipment ranges somewhat widely due to their forces of varying skill. Regulars are equipped with repeater crossbows that take bolts from refillable boxes giving them ranged combat abilities while their steel medium swords and tower shields are good for close combat. Virtually all Imperial armors are composed of boots, greaves, cuirass, pauldrons, bracers, and a helmet giving almost complete protection to the wearer. Regular armor is easily discernible because of its reflective chrome appearance while Praetorian steel armor is forged from a stronger black iron giving it a much darker color similar to charcoal. To accompany their stronger armor the Praetorian forces utilize paw cranked rapid crossbows and katanas. Unlike the other two forces the more modern Elite Imperial Guard uses no armor but instead utilizes speed so it can make use of its weaponry composed of front loading hand cannons. Powder charges are contained in a packet of bark cloth for easy insertion. As an auxiliary the Elite Guard beasts do carry katanas.
The Empire also has a range of siege equipment ranging from ballistae to catapults and trebuchets to larger stationary rapid crossbows and even hwachas. The Elite Guard is also equipped with a handful of front loading cannons. Imperial Ballistae come in several variants, light and medium may only fire large bolts ?medium has greater power and range?, while the heavy and siege versions can throw small to midsized stones a great distance. Hwachas come as mobile artillery with two hundred tubes that are on a replaceable rack for quick reloading and are supplemented by a two part sighting system that significantly increase the accuracy "generally" of the arrow barrage. The stationary rapid crossbows come in three variants, quad, eight, and twelve each operated by either paw or footpaw cranks, mainly footpaw?, allowing for a maintained rapid rate of fire.