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Valdarian Empire

A shield with two bronze dragons flying facing each other. A sword extends up between them, and a scroll with draconic "VIRTUE, STRENGTH, LOYALTY"

Government Empire (hereditary monarchy)
Ruler Emperor Valdar
Years active 17 Varket 198 DCplugin-autotooltip__default plugin-autotooltip_bigDC

An abbreviation of Diminished Callisae. One of the two time periods tracked by the common Aedelorian calendar. This is a dating method which counts the number of years after the Withering.
— present
Demonym Valdarian

VIRTUE, STRENGTH, LOYALTY

The Valdarian Empire, named perhaps arrogantly after the larger continent it is part of, is a group of five nations ruled by the Emperor Valdar. Aurileme is the originating country which eventually conquered Ras Yara, Tarshah, Duntry, and finally Zameria. All are now provinces of the Empire, though they still maintain distinct cultural differences.

Without the Empire, this land would have fallen apart long ago. Old enemies have turned friends, and bad blood now runs clear of hatred under the bronze banner. Zameria would do well to recognize the peace we can bring them.

— Emperor Valdar IX

Ethnicities

Aurilemian, Yaran, Duntrian, Tarshan, Zamerian

Faiths

The Bronze Blood

Factions

Magi Councils, Grand Order of Justicars, The Bronze Brothers, Zamerian Rebels

Settlements

  • Cities
    • Ain Amra, Avilun, Erias, Lisway, Marileme, Mil Pont, Orroux, Santamora, Villechamp
  • Towns
    • Alennesse, Bani Hela, Bastoura, Catalla, Edendoren, Erinin, Felencia, Granmore, Hadesh, Ibain, Illaba, Kabas, Kilreen, Levalure, Marifort, Martinau, Navabria, Origo, Ramat Rishe, Southdon, Tirion, Tolesca, Tullamore, Vallac, Vilonia, Virona, Yahul, Zartos
  • Forts
    • Chateau de Sarseau, Chateau de Monteil

Economy

Currency

Valdarians deal with the coinage in the common currencies of the world: copper, silver, gold, platinum. Their coins are stamped with the face of their current emperor on one side, and a dragon respresenting Gydhiela on the other.

Commodities

The Empire produces, gathers, and exports a vast variety of resources and products, all of which would be impossible to note. However, there will certainly be more to come regarding their largest and most valuable commodities.

The Valdarian Empire encompasses a broad range of land with many natural resources. They export a vast number of goods throughout the known world. Some of the most notable resources are below.

Enspelled Items

By far, the Empire produces the highest quantity of magic-infused goods, which they describe as “enspelled” where other cultures may call them “enchanted” or simply “magical”. Some unique items only produced by spellsmiths in the Empire are cloaks that billow without wind, clothing that can be changed by the wearer, gel that changes the look and feel of the hair, instruments that create illusions as you play, and lights that remain on without need of fuel. These are all exported in some amount, though the demand for them is highest within the Empire itself and surely any of these items found elsewhere would have an upcharge. Often once exported the term Valdarian will be placed before the name of the item, and may even come with proof of authenticity.

Perlstone

Named for its pearlescent sheen, Perlstone is mined in quarries by the cliffs of the Bay of Bronze in Aurileme. The town of Marifort was established near the cliffs because of the quarries in the area and is famous for the Perlstone especially. Perlstone is a creamy white colour, looking similar to chalk but especially dense and hard. There is a shine of purple, pink, and cream all throughout the stone. It is mined in large enough quantities and is resilient enough to be used in construction, though still very expensive. It is seen on almost all the larger manors in major cities of Aurileme to some extent.

Wealth distribution

The Valdarian Empire, with little question, is one of the largest and most wealthy countries in the known world. As the originating land of many powerful and innovative magics, a huge source of export and trade, and a long reign of their monarch, their wealth is incredible. As the Empire contains many differing cultures that had established ways of life prior to their conquering, there may be a wide variety of wealth inequality based on the particular region. However, one can find many similarities especially in the provinces that have conformed more to the Empire way of life.

The Emperor and their family are certain seen to be the empitome of wealth and prosperity in the Empire. The true wealth of the Emperor and their bloodline is not public knowledge, but it is assumed they could nearly anything they desired.

The Archmage and Supreme Justicar are seen as the closest to the Imperial family as one can get, and the luxury that goes with it.

The next level of prosperity would certainly go to many of the higher stationed Magi, Justicars, bureaucrats such as Magistrates, and long-standing noble families that control vast lands and resources. This can certainly differ by province though, as in Duntry the einithain certainly have higher wealth and social standing that Justicars.

Below these leadership levels, one would find many highly skilled Magi and Justicars that lead comfortable, if not affluent, lives. Along with this are those that can afford to employ said Magi, which includes high class merchants, land and business owners, Justicars and other Magi themselves, and manufacturers of the most valuable commodities.

The majority of the population would fall under modest or middle class lifestyle. They can afford decent living quarters, have employment in valuable trades, production, or services, and can afford to provide the necessities to their families. However middle class residents would not be able to afford many luxuries, such as magical items and services.

Below this are the poor of the Empire, which are a much smaller percentage compared to the middle class. One would not find a high amount of impoverished districts in cities, as the general wealth of the Empire has allowed most to come out of this lifestyle. The poorer folk would often be the amongst the lowest level of the labourforce, such as farmhands among the most rural populations.

Government

Structure

The Valdarian Empire is ruled the Emperor who oversees all branches of government and military. Mainly two large factions are responsible for managing the Empire: The Grand Order of Justicars and the High Magi Council. Besides these powerful branches, there are various bureaucratic positions such as provincial and city Magistrates who oversee the day to day workings of the Empire.

Emperor Valdar

The Emperor of Valdar is a hereditary title that has been passed down for nine generations. It has not always been masculine, though it largely was. The emperor takes a roman numeral after their title indicating which generation they are. The emperor has always been a direct descendant of the previous emperor, and it has never come up what would happen if there wasn't one available. The emperor is the commander-in-chief of the entire military, and head of all social affairs. They have the final say in all things by law, and cannot be overruled in any way. This has, in the past, led to some emperors being less popular than others and may have contributed to the assassination of some as well. Most emperors do not take that kind of full authority, however, and defer many decisions to the wisdom and strength of their magi council and grand order of justicars, respectively.

Military, Grand Order of Justicars

The Justicars are put in charge of all marital matters, as well as upholding the law. They are lead by the Supreme Justicar, who is second-in-command to the Emperor in the military. They also have a strict heirarchy that has command over Impirical and Provincial jurisdictions. Any Justicar is empowered to act as judge, jury, and executioner according to the law, and answerable only to other Justicar or the Emperor. Those that train to become Justicars are known as squires and serve under a Justicar.

Feelings towards the Justicars vary amongst the population. The more newly conquered regions may have a history of very bad blood with them, and despise their power. Some are indifferent at worst, and believe that the Justicars keep them safe, acting as the arm of the Emperor.

The Justicars lead the military within the Empire, and are responsible for maintaining city guards, training footmen, and conscription during wartime. There is not typically a standing army within the Empire, with mass levies raised only when war is declared. Mercenary orders are also highly regulated by the Justicars. Their military might has been hugely increased since they solidified all five of their provinces over time. The Duntrians are famously excellent warriors, with winged steeds and superior tactics.

High Magi Council

Led by an Archmage, the Magi are the oldest established order and predate the Empire and are the single largest order of magical practitioners known in Aedelor. The Archmage oversees the High Council, which is comprised of 15 magi, 3 from each province. They serve as a discretionary and advisory board for all kinds of affairs in the empire but have no legal authority over laws or policies outside of their own organization. However as they are highly renowned and respected in most places, even feared for their power, the people often heed their words. Below the High Council are provincial orders, which oversee all Magi in the Empire.

As Magi have a strong cultural heritage in the Empire, even the lowest of their working class has clout in society. Any who graduate from a recognized Academy are titled as Magi and are often hired by those who can afford their services. They may be considered an advisor, a bodyguard, a service provider, or even all of the above. They serve for as long as their employer can pay for their services and may resign at any time. Typically, a mage who has resigned from their position without accepting another is frowned upon, and are called Mage-Errants.

Laws

The most prominent laws in the Empire surround magic and its use.

Most notable is the banning of all Enchantment magic. This school of magic is not taught in Academies, no books are to contain spells of this nature within the Empire, and any practice of it is prohibited. The punishment for use of this magic can range depending on its use and the one carrying out the sentence. There has been instances of fines, banishment, imprisonment, and even death. Famously this law came in to place after Emperor Valdar V was killed by an enchantment spell that was so powerful it compelled him to die instantly.

Many restrictions are in place surrounding nectromantic magic. It is certainly practiced, especially for its restorative spells, but is carefully watched. The greater spells that return life to a mortal, rather than making them an undead entity, are especially regulated. Though not many are strong enough, there are spells which could resurrect someone decades or even centuries after their death, under certain conditions. In the Empire it is illegal to raise a former Emperor from the dead, regardless of their manner of death. Also, one may not amass a veritable army of undead creatures, and certainly may not intentionally create undead creatures with intention to cause harm.

Foreign Relations

The Empire has had a sordid history with the nations that are now within its borders. Beyond this they have not quarreled with any other countries, and in fact have reached out in recent years to build and maintain peaceful relations with them. Ambassadors regularly visit countries such as Coriani, Gilramshyre, Kamazar, and the Verdant Valley. They enjoy strong trade relationships with this countries as well, with high volume of exports and imports between them.

Culture

Symbology

The most prevalent symbology throughout the Empire is that of the bronze dragon, which has been promoted and incorporated due to Aurileme's history with Gydhiela, the Brightscale. The original banner of Aurileme was adapted and became the symbol of the Empire itself, and can be seen on flags, banners, and crests in nearly any Imperial settlement. However, each province has a distinct symbology remaining from their history before the Empire, and maintain their own banners alongside the Empire's. You almost always find the banner of the Empire (Aurileme) hanging on the wall or flagpoles outside a city, alongside the province's banner.

∙ Aurilemian ∙ Yaran ∙ Duntrian ∙ Tarshan ∙ Zamerian ∙

Adages and idioms

“By the Bronze Blood”, “By the Blood”, or “Bronze Blood save me” are common idioms heard all over Aurileme, even by those not adherent to the faith. It is used to emphasize something you are saying in either an angry, surprised, or exasperated way.

Holidays

Emperor's Regale

On 17 Aesys each year the founding of the Valdarian Empire is celebrated. Called the Emperor's Regale, as the first Emperor held a great feast in his halls as Ras Yara and Aurileme were united under the Valdarian Treaty in 197. This day is commemorated all across the Empire, and is usually given as a day off for businesses to rest and attend festivities. It is customary for large gatherings to be hosted by the city, town, or village and a feast partially supplied by the crown usually in the form of barrels of ale. Attendants bring their own dishes as well, creating a large potluck that is shared by all who attend.

Crespin's Day

This holiday was established by the crown to commemorate Crespin Allaire, the first Archmage appointed in 225 DC. It is celebrated on the date of his appointment, the 37th of Perus each year. While it is not as wide a celebration as something like the Emperor's Regale, it is a day marked especially by Magi to honour one of the greats of their order. Magi may have small to large gatherings, sometimes coordinated with Academy reunions, and a time to discuss magical advancements.

Faiths

The Bronze Blood is recognized as the primary faith within the Empire, though not followed by all. The Bronze Blood is deeply important to the history of Aurileme, so in this province it is massively followed and revered. A large temple to the Bronze Blood is found in the capital of every province. The reception of this faith in other provinces has been slow and less enthusiastic, but they do not wholly reject it except in Zameria. Bronze Brothers have preached amongst the Zamerian people for years, but are not met with kindness, and often risk their own safety being there.

History

After the Thousand Year Wars ended, the five nations that now fall under the Empire fought to rule their own lands and claim each others. There was some peace, but also much war between the nations. Borders were established and moved, with cities falling and rising admist the relative chaos of the people groups. Slowly governments became more established, and magical talents grew especially in Aurileme which would help to shape the future.

In 2 DC the Magi Council of Aurileme was formed by the remaining followers of Gydhiela, the Brightscale, founding the country of Aurileme and marking their capital as Orroux. While the faith around the Bronze Blood grew, a temple was founded in what is now modern day Mil Pont.

In 8 DC, the first Academy of the Magical Arts began construction in Orroux, and magic was now starting to be taught to any who would seek the knowledge. By 77 DC, Mil Pont had grown so large around the temple that the Magi Council agreed to declare it the new capital, to appease the faithful majority. An academy was established there as well, now one of the largest and most well-known.

Founding of the Empire

In 185 DC, Aurileme went to war with the country to the south, Ras Yara. The Yarans were blasphemous and belligerent, choosing to worship and laud green dragons as their allies. Their constant harrying of the Aurilemians was wearing them thin.

TIMELINE OF THE YARAN WAR

188 DC - Ras Yaran city Ain Amra falls to Aurileme forces. It is a major victory in what was previously a stalemate war. 189 DC - Ras Yara is now fighting a war on three fronts against Tarshah, Duntry, and Aurileme. They quickly deteriorate. Their capital Shirava, modern-day Marileme, falls to Aurileme forces. 190 DC - Aurileme and Duntry agree to peace, establishing a border west of Marileme. 192 DC - Tarshah sieges Marileme, still occupied by Aurileme. Tarshah does not recognize Aurileme's authority over it and wish to continue their war with Ras Yarans. The siege fails. 193 DC - Aurileme pushes back, conquering Tarshan territory as far south as Erias. 194 DC - Duntry breaks the truce and seizes Marileme. It is renamed Wexham. 195 DC - Aurileme's control is pushed all the way back to Ain Amra. The Battle of Ain Amra is long and bloody, but Aurileme emerges victorious. Crespin Allaire is a named war hero. 197 DC - Aurileme reconquers Marileme, taking it from Duntry and claiming all lands of Ras Yara once again

The Valdarian Treaty

In Aesys of 197 DC, with the Yaran War finally ended, the Valdarian Treaty was signed in Marileme by the Magi Council; Yaran cultural leader, Adli Yadin; and the King of Duntry. The treaty called for the official establishment of the Valdarian Empire. It includes the following provisions:

  • Adli Yadin would be made emperor of the newly established Empire. He would take an Aurilemian name and serve as emperor from Mil Pont. He was known after this day as Emperor Aubin Valdar. He married an Aurilemian named Cecilia Blaise, the daughter of one of the Magi Council.
  • Ras Yara would be made a province of the empire. The capital of Ras Yara, Shirava, would be renamed Marileme.
  • The Grand Order of Justicars was established. They swore fealty to the emperor, rather than the magi.
  • An Academy of Magical Arts would be established in Marileme.
  • Reestablishes the Duntry border with the Empire and declares peace between the two once again.

True to this treaty, an Academy of the Magical Arts was established in Marileme in 199 DC. Yarans were given equal seats on the Magi Council, which helped to quell widespread dissent. The war hero Crespin Allaire was made the first Archmage to oversee the newly diversified Magi Council. Crespin married the Duntrian princess Rhoslyn Glas to help solidify the peace with Duntry.

As the empire became engaged in more wars with their neighbours to the south, Mil Pont would play a vital role in helping to pay for those wars and maintain supplies. Situated far from any of the front lines of fighting, Mil Pont was nearly never in danger from the empire's enemies. Through Mil Pont, the empire could continue trading with countries across the sea and even effectively cut off its enemies from that same trade. As a religious, cultural, and financial powerhouse, Mil Pont consistently kept morale high even through the darkest periods of the empire's war-laden history.

Tarshan Integration

Over the next nearly 100 years, the Empire maintained control of their two provinces, though still were at war with Tarshah. The Tarshans had the advantage of a slim corridor of land, bottlenecking at the river at Erias, where Aurilemian forces were too easily defeated. In addition, Tarshans were allied with the Wood Elves of Blackthorn, who were a formidable and mysterious foe even to the powerful Magi.

The Empire crowned the second Emperor in 227 DC, Emperor Denis Valdar. He attempted to make peace with Tarshah, taking the diplomatic route. He was of the mind that no more blood should be shed over this land, and the Empire was satisfied without it, however, this was a fairly unpopular opinion. Tarshah was staunchly insistent that to have peace, all Yarans would need to be removed from seats of power and exiled from the Empire. As this demand was ultimately unreasonable, Denis never succeeded in winning a treaty throughout his 36-year reign.

Renodus the third Emperor was crowned in 265 DC, Emperor Valdar, who was a more military-minded man. The people by this time tired of the stalemate war with Tarshah, and sought a leader who could complete the task. It was Renodus who, backed by both the Magi and the Justicars, pressed for conquest. During his reign, the Justicars doubled in their numbers and power, as he dedicated more coin to increasing their military might. His fervent push into the lands of Tarshah was met with more resistance than he had imagined, with Erias never falling.

After a fairly short reign of 18 years, Renodus was killed by what is alleged to be a Tarshan assassin, and his son Tyonius was crowned Emperor Valdar IV in 283 DC. He continued the war with Tarshah and saw it to its end when a treaty was finally signed.

Treaty of Avilun

In Solcon of 287 2e, the Treaty of Avilun was signed by the leader of Tarshah and Emperor Valdar IV. It established the following provisions:

  • Tihr would be renamed Avilun.
  • Tarshah would be allowed its own province within the empire.
  • Tarshah would be given seats on the magi council in 10 years in exchange for obedience.

In 297 DC, the Empire celebrated its first centennial. As Tarshah followed through with its promises, seats were given to them on the Magi Council. An academy was also established in Avilun.

Strange Troubles

In 305 DC, a Magi named Rama Hajar who had grown immensely powerful assassinated Emperor Tyonius by uttering a single word, compelling him to give up his life. After this time, the fifth Emperor Erard had all enchantment magic banned in the entirety of the Empire.

The Accursed grew in numbers, unchecked for hundreds of years, and began troubling the Empire. In 355 DC a tentative peace was agreed between them, and The Wilds was made off-limits to Valdarians.

A strange domain, the Lichdom of Zaul, was heard to be established in the mountains of the desert. Following this, the Magic Council began to place heavy restrictions on Necromatic magic.

Reconciliation of Equal Representation

The Empire, well established with Ras Yara and Tarshah within its borders by this time, declared war on Zameria in 370 DC. Following this, in the same year the sixth Emperor Ancelet was crowned, Duntry declared war on the Empire and sided with the smaller kingdom. In Perus of 380 2e, the Reconciliation of Equal Representation was signed by Emperor Valdar VI. It was a landmark decree that established much of the modern internal empire politics. It declared that:

The empire would give equal representation to each of its provinces on the magi councils. Each province would have its own provincial magi council.

The Sacking of Mil Pont

The Accursed, breaking their peace with the Empire, attacked Mil Pont while their backs were turned. Being busy with the war in the South, very little fight was to be had with the twisted snake-like peoples of the Wilds. The Sacking of Mil Pont occurred in 381 DC and was only quelled once troops and Magi were able to return to the city to drive them out.

War on all sides

The war between the Empire and Zameria/Duntry ended in 384 DC. Zameria agreed to a new border which ceded Bastoura to Tarshah. Duntry was given more land west of Marileme. This relative peace lasted until 425 DC when Duntry declared war on the Empire once again. Marileme was briefly lost to Duntry, though regained again.

Finally, once Emperor Valdar the Eigth sat on the throne in 455, a treaty with Duntry was signed and brought them into the Empire.

Wexlina Concession

In Morcyd of 478 DC, the Wexlina Concession was signed by the King of Duntry and Emperor Valdar VIII. It established the following:

  • Duntry concedes full defeat to the Empire.
  • The capital Wexlina will be renamed to Villechamp.
  • Duntry will be restructured as a province of the Empire.
  • Duntry will be given seats on the Magi Council immediately, in accordance with the Reconciliation of Equal Representation.

After this, an Academy of the Magical Arts was established in Villechamp in 485 DC.

Current Events

After peaceful offers for Zameria to join the Empire, war was declared in 508 DC by Emperor Augustin. Zameria being hopelessly outnumbered by this time fell relatively quickly. By 515 DC Zameria was conquered, though not yet recognized and given rights as a province. A tumultuous 6 years passed before this occurred.

Declaration of Zamerian Annexation

In Solgel of 521 DC, the Declaration of Zamerian Annexation was signed by Emperor Valdar IX and Zamerian leadership. It established the following:

  • Zameria concedes full defeat to the Empire.
  • Zameria will be restructured as a province of the Empire.
  • Zameria will be given seats on the Magi Council immediately, in accordance with the Reconciliation of Equal Representation.
  • Zamaria will be allowed to keep its capital's name (Santamora).

Emperor Augustin died in 525 DC at the age of 62, having had only two children. The first, his bastard son Famien Lagarde, was not recognized as eligible to claim the crown. However, he was made Emperor-Regent until his younger brother Laurent, considered the only true heir, would come of age.

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