So you want to come to Anvil…
So you want to come to Empire? Welcome! This document aims to lay out some of the basic starting information and worldbuilding aspects of this incredibly complex game.
The Wiki is dense. We’ve all been there…
Disclaimer: This is a player created document and is intended as a startpoint and introduction to the game for new players.
This is intended to act as a start point for those interested in the game but should not be regarded to cover all aspects or be exhaustive.
The Empire (very very occasionally called the Casinean Empire) is a collection of ten Imperial nations first formed 400 years by The First Empress. All player characters are Imperial citizens but the Empire seeks to maintain the unique culture and customs of the different nations.
Anvil is the capital city of the Empire and four times a year the “movers and shakers” of the Empire meet at Anvil to discuss policy, pass votes, and participate in important battles. You will be one of these movers and shakers, and sometimes referred to as a “hero of the Empire”.
The four events take place at the Seasonal Solstices and Equinoxes:
These events have been happening for hundreds of years In Character (IC) but Out of Character (OC) began in 2013. IC it is currently 386YE.
In the Year 376 Empress Britta was killed during a battle at the Autumn Equinox 376YE. (Pre Game Start) She and the majority of the heroes of the Empire risked using a dangerously anomalous conjunction on the Sentinel Gate to attempt an attack against Thule forces in Skarsind. It went disastrously wrong. The Empress and most of her supporters - including almost all of the generals, senators, archmages and cardinals - were killed. A state of emergency was declared.
The first Empire Event - E1 2013 - Winter 376YE, was set immediately following these events as the Empire had to recoup and reform.
*IC Time was paused during Covid to maintain gameplay and is jokingly referred to as “The Longest Dark”*
There are 5 pillars of Empire that control and maintain different aspects of the world:
(descriptions pulled directly from the Wiki)
Each nation is culturally distinct. Over four hundred years with the exception of music, their cultures have not blurred and merged into one, despite the fact that they are politically and religiously unified.
8 Nations formed the original Empire, with Urizen joining later sometime between 23ye - 34ye and the Imperial Orcs in approx 325ye.
“The rolling pampas breeds a people driven by a hunger for life. Never be afraid to speak your mind, be bold and adventurous and take joy in life and the wealth that daring brings. “ | “Land of knights, witches and yeofolk, where nobility comes from a proud spirit not a fortunate birth. Live for glory, die for love and seek immortality in the tales of the troubadour-priests.” |
“The birthplace of the Imperial Faith and the First Empress, where virtue drives action in pursuit of the highest goals. Rise to the challenge and lead all humankind towards its manifest destiny. “ | “With land for the first time in history and a burning drive to rise above the legacy of the past. Grasp your opportunity and carve out a future for your legion, for your people and for your Empire.” |
“Humanity finds its true home in the cities, ruled by the ruthless servants of the Empire. Turn every situation to your advantage and remember that wealth is just a means to an end. “ | “Stubborn as stone, the Marches are the guts of the Empire. Nature is their servant, bound with looming menhirs and iron ploughshares, a hound tamed and set to lie before their doors. “ |
“The fierce Navarr travel the Empire binding its people together and watching everywhere for signs of danger. Scions of an ancient line, they have lost one empire - they will not lose another. “ | “High mountains grant unmatched perspective, and let the wise see what should, what can, what must be done. Wield reason and magic in the pursuit of excellence, and the perfect world. “ |
“A rich land of dark tales and darker beasts where the past lies uneasy in its grave. Stake your claim to the wealth beneath the hills, but always be prepared to make the hardest choices.” | “A harsh and unforgiving land, home to warriors, mystics and hunters. Stand fast against the cold, strong in body and spirit, and choose to live and die as a glorious hero.” . |
Whilst the spirit of the game encourages competition between nations, every single member of any nation is an Imperial Citizen. Having friends and connections from different nations is kind of like your friend being from a different school. You each have your own traditions, quirks and way of doing things. There might be rivalries, tensions, and some friendly competition and prejudices but the nations are not at war with each other. All imperial citizens are subject to the same Imperial laws and protections that being a member of the Empire offers.
Each nation has a single egregore spirit, created through ritual magic to represent the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture.
OC:
Egregores are points of contact in each nation for both crew and players alike. They are directed characters and will have an assigned brief and specific roles to carry out during events.
As part of the player support team egregores are often considered the first point of contact for players in each nation and can get players involved in the plot and in the politics of the nation. They encourage the players to maintain the visual and thematic identity of each nation and are the radio operator in each camp.
IC:
You are magically bonded to your nation by your egregore. For most Imperial citizens this process happens when they come of age and pass their Citizenship Test (age approx. 14).
The effects of this magical link are powerful but subtle - everyone who joins a nation feels an unrelenting desire to uphold the traditions, cultures and customs of their nation, and to put aside all other loyalties and traditions. You feel magically compelled to maintain the look, feel, heritage and traditions of your nation.
Some characters may choose to change nations whilst as an adult, believing another nation to better suit them. To change nations you can approach the egregore of the nation you intend to join, and make a pledge to be loyal to the nation and to uphold their culture and customs and to put aside all other loyalties and traditions.
You can also swap nations at any time for OC reasons by going to the onsite crew and changing, or emailing Profound Decision between events.
All characters at Empire are humanoid. Orcs are the only playable non-human species. More about orcs.
There are six lineages at Empire in addition to being unlineaged and each is linked to a different realm of magic.
Lineage often comes through the blood, or from exposure to a strong magical aura when very young, but can also occur for other reasons, such as geography, strong realm forces or magical influence during life. Sometimes lineaged parents have lineaged children (though not always the same lineage) or sometimes it just kind of randomly happens for… reasons?
Briar - lineage of the spring realm | Common characteristics
| Common Briar trappings
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Cambion - lineage of the autumn realm | Common characteristics
| Common cambion trappings
|
Changeling - lineage of the summer realm | Common characteristics
| Common changeling trappings
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Draughir - lineage of the winter realm | Common characteristics
| Common draughir trappings
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Merrow - lineage of the day realm | Common characteristics
| Common merrow trappings
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Naga - lineage of the night realm | Common characteristics
| Common naga trappings
|
“Seven Paths.
Seven Virtues.
One Way.”
The religion of the Empire is a philosophical non-theistic belief in “The Way of Virtue”. It is a reincarnation belief that human souls are immortal and, upon death, will eventually be reincarnated.
To be reincarnated souls must pass through the “Labyrinth of Ages”, the more virtuous you were in life the quicker you pass through the labyrinth. Souls who attain significant virtue in their life will be called “Paragons” and pass through the labyrinth to enlightenment.
There are no gods or beings to worship but the way teaches belief in seven paths of virtue.
For the average citizen, it is simply enough to know of the seven Virtues and how they apply to their lives. There is no requirement to honour one above another for all seven are part of the Way and will guide their spirit through the Labyrinth of Ages.
Every citizen of the Empire is exclusively taught The Way, a belief system universally held by its people. Openly rejecting or promoting beliefs that contradict the established doctrines of the Faith may be considered a serious offense, subject to legal punishment. While it may come up in gameplay for individuals to question or doubt the beliefs outlined in The Way, the unity fostered by a shared religious front is what binds all citizens of the Empire - most simply know no other way. (pun intended)
Priests of The Way will often dedicate their spirit to more sharply focus onto one particular Virtuous path. Priests in each nation may do their preaching slightly differently and it is often up to the individual how they flavour themselves.
The realms are home to magical beings called Eternals, these are arch-fae-like beings who wield incredible power and some take an interest in the human world. Heralds are servants of a particular eternals. Certain plots or areas of the game will interact with specific eternals. Some sponsor great works, talk to players, make deals or simply take an interest in the magical dealings of the world.
Not all eternals are friends, not all eternals are foes. Some are happy to lend favours in exchange for services, and the interaction with other Eternals is considered a criminal act. A Declaration of Alignment allows Conclave to declare a specific eternal (or a defined group of eternals) an ally or enemy of the Empire. This declaration is a legal stance from the Empire towards an eternal but can also magically effect them. An Eternal that has been declared an enemy will find it harder to dispatch heralds and wield its power within the Empire.
The three states are Amity (we are amicable, loosely “friendly”), Enmity (enemy of the empire, not friend), Neutrality (they just be vibing)
List of alignments of Eternals
Flavour text of Empire. Hearth Magic employs the innate magic of the world to produce effects and cool stories.
The purpose of hearth magic is to make rp more engaging.
…what really happened was one character handed another character a small piece of fabric, but hearth magic enables a cool story.
Same thing. Different shapes.
Hearth magic works on everyone, but you determine what the effect on your character will be, and ultimately what makes the best story.
There are 5 pillars of the Empire that control and maintain different aspects of the world. All 5 pillars meet at Anvil to discuss policy, make important decisions, nominate leaders and dictate the running of their section.
The Throne is the most powerful political position in the Empire. It is the formal title for the position of the head of the Imperial state. The occupant heads the Imperial Senate, the Imperial Synod and the Imperial Military Council and serves as a rallying figure for the entire Empire.
There have been twenty Emperors and Empresses since the Empire was created. The position is currently held by the 21st Throne Vesna Borkovna Prochnost (she/they) and was crowned at Winter 385ye (E1 2024). Vesna uses the title of Emperor and Empress interchangeably.
Since the fall of Empress Britta (start of game) there have been two elected thrones. Empress Lisabetta 380ye - 383ye and Emperor Vesna 385ye - current
The Throne is a player character and is elected by the Senate. The title does not have to be filled for the Empire to function. Any player character is eligible to become Throne but the position is fraught with danger and often requires many years of campaigning to receive the majority support needed in the Senate.
Conjunctions are the battles, skirmishes and encounters that happen whilst we are at Anvil. The power of the stars creates connections between times and places - referred to by Imperial magicians as conjunctions.
We access these connections through The Sentinel Gate - a massive archway that stands at one side of Anvil
Please note: Organised combat at Empire is entirely optional. Whilst all IC areas of the site are considered “hot” they should really be considered “mildly tepid”. Whilst swords may be drawn around camps and it's not unknown for murders to happen this is mostly in hyper specific circumstances with characters for whom threat and combat are choices they are opting in to. Like if you piss someone off or have an imperial title, being stabbed is slightly more on the cards for you.
Characters can choose to fight in the battles, act as a runner, or messenger, go as a healer, support, banner bearer or simply stay nice and safe at camp. Nothing is compulsory. Participation in battles, skirmishes and other encounters through the sentinel gate is a personal choice.
The Gate allows the Empire to teleport people to critical locations in the Empire but only at a solstice or equinox.
A major conjunction occurs when several normal conjunctions occur at the same time, allowing several hundred people through the gate. In the weekend this allows two major battles to take place.
During a battle you will fight with your nation against the barbarian forces, who, what and where you are fighting is decided at the Military Council on the Friday night of each summit. Approximately half of Anvil’s forces will fight on the Saturday Major Conjunction and half on the Sunday Major Conjunction. Major conjunctions take place at 11am each day - but it is considered good form and will help you to be there at least half an hour early. Most nations arrange some form of muster to gather fighting forces together.
When you are not fighting with your Nation in your major conjunction you are expected to NPC as barbarian forces and battle the fighting Imperials. This is commonly OC referred to as “Monstering” and is IC referred to as “berry picking” or “going on manoeuvres” to explain where your character has been all morning.
Combat is optional at Empire but to keep the battles fair, if you fight in your battle you must monster the other.
Which Major Conjunctions the Empire goes on and which Nations fight in each is decided at the Military Council on the Friday night of each summit. Motivations around objective, national and imperial motivation and what invading force is seen as the biggest threat all plays into decision making.
Most conjunctions are small, they typically allow anywhere between ten to eighty people to travel. These conjunctions have much smaller objectives and are typically organised by Nation. Whilst the major conjunctions are open to everyone, minor conjunctions are a little bit more of an “invite only” situation due to limited numbers. But anyone wishing to go on minor conjunctions can find out who is running each one and ask to go. Some nations have notice boards for the minor conjunctions and asking around on field will always point you towards those going.
Each nation also has a titled holder Strategos who support skirmish organisation, and can support you.
Minor Conjunctions take place throughout the weekend at varying times. The Barbarian forces of a Skirmish are played by the Skirmish Team who are NPC crew.
The heroes of Anvil are seen as some of the best fighting forces in the Empire, what would take ordinary armies of several thousand people, weeks of travel and months of fighting can be achieved by elite imperial forces in a single morning. The Gate allows almost instantaneous travel around the Empire and Anvil forces are considered stronger than the average imperial citizen.
There is an in-world currency system and lots of in-game resources that can be used as spell or magic item components, for magical healing, for using priest skills etc. At the start of each weekend you receive a “Player Pack” that will contain your character's resources and money. What you get is dependent on your character, and items can be traded for more IC money, wealth accrued and items procured. Or you can spend it all on cake.
Money system is based on three coin types
20 Rings = 1 Crown // 8 Crowns = 1 Throne
A Monarch (Crown) is rich enough to wear twenty Rings, one on each finger and toe.
There were eight Nations (Crowns) when the Empire (Throne) first formed.
So murder is still illegal. Every citizen of the Empire is subject to Imperial Law. Imperial law is based on principles rather than legalistic precedents set by previous cases. The only people to whom Imperial Law does not apply is Barbarians, people the Empire is at war with, this means these people can be murdered. Quite legally.
Most crimes will be punishable by fine or execution. OC it's no fun for anyone to make a player sit in a “prison” for a weekend. The following are explicitly considered crimes in Empire and you can be IC sanctioned accordingly when committing them IC.
Religious Crimes! Religious crimes are tried by a magistrate but are raised by the Imperial Synod.
Trials are carried out by an NPC Magistrate, who will seek to discover the facts of the case and apply the appropriate punishment. The most common of which is a fine, and can be anywhere from a single ring to several hundred thrones. Execution is reserved for the more serious crimes (like murder).
Some things that are ordinarily considered crimes are entirely banned with the game system and should not be committed OC or IC, nor in some cases should any reference be made to them ever have been committed. These include discrimination to any out-of-character attribute, homophobia, transphobia, sexual harassment or assault. These acts are considered banned at Profound Decisions events and anybody committing these acts should be reported to crew who will deal with it appropriately.
Banned! …mostly!
The vast majority of game items in Empire cannot be taken without the owner's knowledge. This applies to OC and IC items. The only exception to this is items that have a PD issued gold ribbon attached to them. These are the only items that you are allowed to take without the other particpant's knowledge. You can only take such an item from an in-character area during time-in, and you can’t enter someone's tent without their invitation in order to take them. Taking a gold ribbon item is still theft, and may still be a crime.
This is not an exhaustive list but may be a useful tool to consider when creating a character and establishing their worldview.
Citizenship Test:
The people of Dawn suggested the Test of Citizenship as a way to ensure new citizens were worthy of the benefits and responsibilities they receive. Every adult citizen will have taken the test, usually between the ages of 11 and 14, at a time when they felt ready. For children attending Anvil, the test can be experienced through play as part of their Academy studies.
The test is a useful roleplaying tool. It provides a sense of what an adult citizen of the Empire would be expected to know, and it can help you decide what knowledge your character brings with them when they first arrive at Anvil.
Assessment:
The test will involve the following questions. This is not exhaustive and they may be phrased differently but this covers the key areas to be covered in the test:
You get as much out of Empire as you put into it.
This is something I wish someone had told me at my first events. Especially if you’re coming from a TTRPG, or formulated storytelling background the mental adjustment to LRP can be difficult. Nobody is going to hand you plot. There is no person or GM ensuring you have a good time. That person is yourself. Plot is not created for you. It passively exists in the world and you have to go get it.
The principle of “Yes, and” will get you everywhere. Like all larp, ttrpg, or storytelling experiences there is a level of suspension of disbelief you have to engage in. Buying into the world, the setting, the people and the story will all generate game for you. Trying to work against the brief will only work against you, and ultimately will limit your fun.
Connections, talking to people, going to your relevant meetings, musters and social events will all aid in generating game. Game creates game, creates game, creates game. There is no “rule of cool” but constraint breeds creativity and whilst it might take a few events for you to find your feet, once you’ve unlocked gameplay you are interested in, it all falls into place from there. You get as much out of Empire as you put into it.
Monstering
The OC name given to fighting in a battle as an NPC enemy of the empire. IC characters will say they
have been “berry picking” or “on Manoeuvres” to account for the time they weren’t at Anvil.
Anvil
The IC name for the site that the event takes place at. Anvil is a small city most of the year but at the
solstices and equinoxes is used as a space for all ten nations to gather.
Profound Decisions / PD
The company that runs Empire.
Winds of Fortune / Winds of War
The in-game publications that are used to disseminate information before an event. Like an Empire
official News channel.
YE
Year of the Empire
BE
Before the Empire
Player Pack
The envelope you receive at the start of the event which will contain your In Character money and resources. You can always gain more resources throughout the weekend but every character will receive a minimum of 18 rings at the start of the event.
This is a player created document made by Imogen Small, and was last updated May 2024.
Huge thanks to everyone who read the many, many drafts of this and offered feedback and spelling corrections.
Pictures used are taken from the Empire Wiki - please get in contact if you would like a picture removed.
Last updated May 2024
Pictures used are taken from the Empire Wiki - please get in contact if you would like a picture removed