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 absolute basics:

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.

So why are we all in a field?

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:

  • E1 = Winter Solstice
  • E2 = Spring Equinox
  • E3 = Summer Solstice
  • E4  = Autumn Equinox

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.

Game set up:

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”*

How does the Empire function

There are 5 pillars of Empire that control and maintain different aspects of the world:

  • Senate - politics
  • Synod - religion
  • Military Council - the military and armies
  • Conclave - magic
  • The Bourse  - economics  

Ten Nations

(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 Brass Coast

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. “

Dawn

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.”

Highguard

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. “

Imperial Orcs

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.”

The League

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. “

The Marches

“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. “

Navarr

“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. “

Urizen

“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. “

Varushka

“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.”

Wintermark

“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.”

.

More on the nations

Ten nations, One Empire

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.

Egregores “The spirit of a nation”

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.

More IC info 

More OC info

More maps

Lineage

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.

  • Briar
  • Cambion
  • Changeling
  • Draughir
  • Merrow
  • Naga

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?

Phys-repping/Playing Lineage

  • Each lineage comes with a list of “trappings”, physical and mental characteristics, that affect how a character may look and behave
  • You decide how lineaged your character is - you must recognisably have at least one of the listed trappings of your chosen lineage but you can combo any of them from the list
  • Whilst lineaged characters are in every nation, certain nations or individuals have attitudes about lineages. If playing lineaged you can expect a certain amount of prejudice or preconception about your character, whether that be negative or positive! (There has been a shift in and out of character away from this)

Briar - lineage of the spring realm

Common characteristics

  • Straightforward
  • Mercurial
  • Primal and direct
  • Physical
  • restless demeanour
  • Full of vitality
  • Can be short-tempered

Common Briar trappings

  • Patches of bark
  • Green eyes
  • Thorns
  • Prominent veins
  • Briars "bleed" bark
  • Flowers

More Briar info 

Cambion - lineage of the autumn realm

Common characteristics

  • Driven
  • Opinionated
  • Political
  • Competitive
  • Stubbornly independent
  • Can be ruthless
  • Stubborn Will

Common cambion trappings

  • Horns (similar to goats, sheep or bulls)
  • Metallic eyes
  • Metallic skin
  • Metallic talons
  • Labyrinth marks
  • Metallic hair

More Cambion info

Changeling - lineage of the summer realm

Common characteristics

  • Confident
  • Noble and bold
  • Vain
  • Wrathful
  • Haughty demeanour
  • Can be arrogant
  • Sovereign Fury

Common changeling trappings

  • Pointed ears
  • Fey eyes
  • Spiral markings
  • Stag’s antlers
  • Leonine mane
  • Feathered brow

More Changeling info

Draughir - lineage of the winter realm

Common characteristics

  • Cold
  • Pack mentality
  • Calculating
  • Never satisfied
  • Distant demeanour
  • Strong stomachs
  • Paranoid of external threats

Common draughir trappings

  • Pale skin
  • Prominent veins
  • Scarred or gouged flesh
  • Wrinkled skin
  • Predatory teeth
  • Hollow, deep set eyes
  • Clawed fingers

More draughir info

Merrow - lineage of the day realm

Common characteristics

  • Curious
  • Calm
  • Cerebral
  • Focused
  • Quiet demeanour
  • Relaxed in water
  • Pursuit of knowledge

Common merrow trappings

  • Gills
  • Barbels
  • Mottled skin
  • Scales
  • Blank eyes
  • Bulging eyes
  • Crest
  • Fins
  • Webbed fingers
  • Blue - green hair
  • Luminous patches

More merrow info

Naga - lineage of the night realm

Common characteristics

  • Gregarious
  • subtle and mysterious
  • instinctive and intuitive
  • Passionate
  • Avaricious
  • Relaxed demeanour
  • discerning senses
  • Can be selfish  

Common naga trappings

  • Reptilian eyes
  • Scaled skin
  • Fangs
  • Feathers
  • Flat nose

More naga info

The Way

“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.

  • Ambition
  • Courage
  • Loyalty
  • Pride
  • Prosperity
  • Vigilance
  • Wisdom

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.

More info

What’s a realm

There are six realms of magic, loosely dealing with different vibes of the world. They are different planes of existence (not accessible by humans or orcs, sad times) but their forces and influence can be felt in the mortal plane.

  • Spring
  • creation and destruction, healing and savagery, fertility and ruin - The Spring realm deals with the raw energy of life, both encouraging and harming.
  • Summer
  • might and majesty, triumph and wroth, youth and nobility - The Summer realm enhances individuals, making them more than they are through strength and the raw will to succeed.
  • Autumn
  • prosperity and binding, trade and influence, favour and debt - The Autumn realm is the magic of wealth, prosperity and comfort – or the appearance of the same.
  • Winter
  • hunger and fear, oaths and words, wisdom and endings - The Winter realms is honest. It is power stripped of deception. The wisdom of hard choices and the certainty of death.
  • Night
  • transformation and inspiration, obfuscation and emotions, intuition and mystery. The Night realm is dreamlike and never the same twice.
  • Day
  • divination and force, revelation and focus, purifying and control. The Day realm is the eternal quest for mastery of the self and the world. It reveals or divines the truth with relentless precision.

More info

Eternals

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.

List of known eternals

Declaration of Alignment

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)

More info

List of alignments of Eternals

Hearth Magic

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.

  • Roleplaying is about storytelling: Hearth magic flavours what might OC be considered mundane with innate magical ability,
  • a dawnish knight might receive a favour that magically inspires them with strength and courage! allowing them to achieve glory in a tourney and win their love’s admiration!

…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.

  • Whilst the base for hearth magic is the same across the Empire, different Nations will have different interpretations for their magic.
  • The Dawnish, Highborn and Leaguish practices of Girding, Veiling, and Masks are all in some way linked to revealing and disguising parts of your identity and/or personality but the form and traditions this takes is different in each nation.

Hearth magic works on everyone, but you determine what the effect on your character will be, and ultimately what makes the best story.

More info

So what the hell is a Conclave / how does the Empire function

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.

Senate

  • fantasy parliament
  • Primary legislative body for the empire
  • One senator for each imperial territory elected by tally of votes in each territory (method varies)
  • Cannot interfere in military council but can declare war on another nation - or end it.
  • Approves commissions, create new offices of state, appoints a throne, is responsible for imperial law
  • More info

Synod

  • fantasy church
  • Makes decisions to do with the virtue of the Empire; The power to reward the virtuous and punish the wicked
  • Can revoke the titles of those in Senate, synod or military council - cannot revoke the titles of those in Conclave or Bourse
  • Synod acts by passing (or rejecting) judgements that have been raised by members of the Synod.
  • Participation in the Synod is divided into a number of different assemblies:
  • General Assembly: all priests in the empire
  • National Assemblies: all priests in that nation
  • Virtue Assemblies:  all Synod priests who preach the same virtue, or  The Way in general (there are seven virtue assemblies and the assembly of the Way)
  • Assembly of Nine: consisting of the eight Cardinals of the Virtue Assemblies and the Throne

Military Council

  • fantasy war game
  • Each nation has a number of armies, each army has a general. Generals are appointed by the senators of their nation. Generals submit downtime orders for their armies, choosing what cause they are supporting, what tactics they are taking and often do fun flavour text about it.
  • Military council prosecutes the wars declared by the Senate, and decides and carries out tactics.
  • Select which battle opportunities are taken during a summit from the list of options provided by Profound Decisions. Which nations shall go on which, who shall lead it etc.
  • More info

Conclave

  • fantasy magic parliament
  • Open to all mages in the empire
  • oversight of magic across the Empire, encouraging the use of magic in the best interests of the Imperial citizens; preventing the misuse of magic that damages the interests of the Empire; and advising the Imperial Senate, Military Council and Imperial Synod on arcane matters.
  • Conclave is organised around 7 conclave orders. Orders are mages united around a particular philosophy of magic, each is led by a grandmaster appointed by the members
  • More info

The Bourse  

  • fantasy wall street  
  • economic hub of the Empire
  • Bourse is intended to raise money for the Imperial treasury and ensure that resources are directed to where they can provide the most economic benefit, rather than being assigned by political or military wants
  • Each bourse seat generates a number of resources each summit to be distributed around the empire
  • Bourse is intended to pit members against each other for the benefit of the Empire, not to encourage cooperation
  • Imperial Bourse seats are won in “Auction of the Seats”  where the highest bid wins - National bourse seats are voted on by key members of each nation
  • More info

The Throne

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.

More info

What the hell is a conjunction

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.

Major Conjunctions = battles

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.

Minor Conjunctions = Skirmishes and other encounters

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.

But like why us?

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.

More on Conjunctions 

Currency

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.

Rings, Crowns and Thrones

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 you want to do crime?

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.

A crime: (not the full list, some highlights)

  • Murder
  • Assault
  • Mayhem
  • Theft
  • Poisoning
  • Counterfeiting
  • Possession or supply of controlled substances or items
  • Vallorn cultivation
  • Trade of true liao to foreigners
  • Liao trade to the Iron Confederacy
  • Owning, procuring or trading Semmerlak items
  • Treason
  • Improper placement of an aura on the senate building

Full list of crimes

Religious Crimes! Religious crimes are tried by a magistrate but are raised by the Imperial Synod.

  • Idolatry
  • Blasphemy
  • Heresy
  • Abuse of Powers
  • Desecration

Not a crime:

  • Fraud
  • Blackmail
  • Bribery
  • Slander and Libel
  • Use of magic

Full list of crimes

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).

About trials and punishments

Game Conduct

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.

More on conduct rules

Theft!

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.

More on stealing

Other random things that no one tells you

  • The Civil Service are the NPC Crew members that deal with the admin side of Empire. Counting votes, overseeing the militia, etc. etc.
  • GOD stands for Game Operations Desk and is where you can go during an event to resolve queries, make potions, bunch of different things
  • This is a religious crusade. OC; we’re kind of the bad guys?
  • The Sentinel gate “exit” is not the immediate other side of the gate. There is a set of stones on the skirmish field that counts as the official “exit” from the gate portal. Between stepping through the gate and stepping through the stones you are considered in a weird timey-wimey portal transport space and cannot see, hear or sense anything. Think Stargate.
  • Anything on the Wiki is considered publicly available knowledge. How you acquired that knowledge is up to you but anything on there is fair game to know.
  • Anvil is considered a sacred site as it's the place the first Empress conceived the idea for the Empire so building new structures is forbidden and people set up tents instead.
  • The battles have objectives.

Things to consider for your character

This is not an exhaustive list but may be a useful tool to consider when creating a character and establishing their worldview.

  • Have they been to Nations other than their own?
  • What happened to them during the fall of Empress Britta? Where were they? How did it affect them?
  • Have they fought before?
  • Why are they coming to Anvil?

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:

  • Who are you & where are you from?
  • Who are your family/ group and what do they do in Anvil?
  • What are the nations of the Empire?
  • What are the five most important things one should know about your Nation?
  • Give an example of hearth magic in your Nation.
  • What are the Virtues and which is most important to you and why?
  • What is your Ambition at Empire and in Anvil?
  • What resource do you plan to take when you become a citizen and what do you want to do with it?
  • What abilities do you think you want to learn and what do you want to do with them?
  • What are the key Structures of the Empire and what are they for? (e.g. Senate is for politics)

Authors note:

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.

GLOSSARY

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.

Further reading

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