Imperials

Domain Summary

Based out of the flooded city of New York, the Imperial Families serve greater Dischordia, working to guarantee a strong and functioning Kingdom. The Imperials consider themselves the elite nobles of Dischordia, above the nobles of other Domains and their petty squabbles. The truth, however, is that many find themselves embroiled in the same petty competition as Domain nobles.

Dominant Races

Fae

Domain Advantages

Imperial Courtier - Members from this Domain or those in direct service to the King add their personal rank in Title into all challenges. i.e. An Imperial Baron would add +3 to all challenges. This advantage may be bestowed to another acting in your stead at the cost of you losing it, temporarily.

Imperial Sanctum - As the Imperial Magistrates, they may rely on the support of other Sanctum Magistrates and utilize Magistrates x 5 influence in any domain once per month.

The Nameless Order of Silence - This mysterious organization possesses an unparalleled spy network. Once per month, an agent can access Spies x 5 influence in any domain once per month

Domain Disadvantage

Obligation 5 point flaw - All Imperials of Balor's Domain also suffer from a 5 point Obligation. You are sworn to protect the citizens of Discordia from outside threats with action. You must hear the claims of any with Title in your lands and find resolution to their problems when dealing outside invaders or threats. Of course, they can war among each other until their heart’s content, but no matter how much in disfavor one is, if the Giovanni or some force of Astral Realm invaders starts harassing their domain, the Imperials must hear them, and work with them to find a resolution as long as they have Title and Lands within their kingdom.

Politics & NPCs

The Imperial families consist of the Noble Sidhe Houses and their direct vassals. Though each of the Houses serve the High King, competition and backstabbing is common... and expected.

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Allies

None

Enemies

None

Kingdom Views

Dischordia

Appalachian Alliance - The home of the Imperial Treasury and the first of Balor’s followers... unfortunately, it is also the home of upstart commoners most likely to rebel against the rightful Sidhe rule.

Empyrean Dysambigua - They have insinuated themselves into nearly every domain, and control much of the political future of Dischordia. High Pontiff Bistri professes loyalty, but he is a follower of power and will not hesitate to unseat Balor if the opportunity presents itself. Watch them closely. 

Imperial Bermuda - Home to the Voice of Balor and a commoner High Queen of House Balor... Their loyalty has been proven time and again, but their capacity for betrayal has been proven as well.

Nightmare Lands - Though they were once enemies of our Kingdom, they were quick to join us. Rumors persist that the Shadow Court within Dischordia was behind the spread of the plague... What could they be plotting this time?

Ordo Trismegistus - Only the Worthy Shall Inherit. Few took these words to heart as deeply as the nobles of Ordo. They reveled in their strength and pushed their boundaries, as true Dischordians, but their unchecked aggression led to their enemies uniting against them.

Sultanate of Glass - Once our closest allies, brought into the fold through bonds of marriage. They are a curious mixture of nightmarish djinn and the stifling, banal magic that keeps the djinn subdued. Legends say the Djinn Emperor Kayeel is destined to emerge... I, for one, cannot wait to see the festivities of his return.

Wolves of the North - Odin’s warriors are second to none in Dischordia, and they have proven loyal... or at least pliable... to the wishes of our kingdom. They are eager for battle and readily take up the front lines... who are we to discourage cannon fodder?

Other Kingdoms

Aether - Some among the old Shadow Court only wished to return the world to balance, restoring the cyclic rule of the Seelie and Unseelie. Others, however, seek to bring about the end of the story. The Aether, the antithesis of dreams, shares their goal.

Aztlan - Our neighbors to the south have been a constant irritation. Too weak to present a true challenge, and too strong to eradicate completely. They will kneel, eventually... and by force, if necessary. 

Diamond Congo - Their warlike mentality and 'strongest survive' philosophy would fit so well with the "Worthy Shall Inherit" espoused by Dischordia, and they certainly follow the precepts of "Change is Good,"  seeing how they can’t seem to keep a leader long enough to make anything of themselves.

Jade Empire - Once our strongest enemies, they became our strongest allies. We will enjoy their friendship as long as it lasts, but our kingdoms are too different. The peace between us will not survive to the end of the age. When it shatters, along with the Sun they cling to, we will need to be prepared.

Jukurrpa - The tribes embrace the Dreaming - though they insist that their “Dreamtime” is distinct. They are not one of the major powers. Only the worthy shall inherit... and those that do not have the will or drive to make themselves strong will be consumed by those who do. Jukurrpa will be consumed, the only questions are who will consume them, and when.

Kingdom of the Iron Lotus - Their passion has a purpose, but their zealotry for it is problematic. Their allies are our enemies, and their enemies our allies. We seem destined to be at odds.

Lazarus' Empire - Lazarus is the antithesis of everything we hold dear. His is a stifling religious order that seeks to stamp out magic and wonder in the world, to make it a safe, padded, hermetically sealed cell for the fragile-headed human children to play in without danger, and without growth. 

Ukhu Amarumaya - It's hard to believe that a culture built on the back of human sacrifice could be so boring and so... banal. As far as we can tell, they’re just a cut-rate Aztlan...

Umbral Realms

  • Low Umbra - Shroud 5
  • Middle Umbra - Gauntlet 5
  • Dreaming - Mists 0 (Far Dreaming - Mists 1, Deep Dreaming - Mists 4) / Banality 1
  • High Umbra - Periphery 5

Historical Information

Fall of the Shroud

The War of the Dead was catastrophic for many. Giovanni and Cappadocian Necromancers unleashed a fury that had built for a thousand years. Though it was powerful enough to crush and bring Europe to heel, greed proved their downfall. The armies of the dead spread thin over all continents. Balor's armies led the disparate domains of Dischordia to victory. As the war waged, Balor's armies grew more powerful with each banner behind them. In the final battle, legend says, that Balor only needed to blink and an entire legion disappeared. After the War of the Dead, Balor called his debts due. The alliances forged through the domains under his banner came together for the first time. He created the Kingdom of Dischordia upon the wreckage of North America.

Read more: Foundation: Imperial

Voice and Whispers

As Dischordia's domains assembled, the Voice of Balor represented the Imperial houses. His Whispers accompanied him, Lady Maelien and Lord Helchon of House Balor. Nobles expressed surprise at Balor's absence at court, but quickly learned why.

Read more: (Founder's Era) Voice & Whispers

Princes of Dischordia

Two prominent Imperial Sidhe princes oversaw the Surveyor's Court. Princes Ailil and Synthas Leanhaun each lent their expertise to the court's administration. Prince Ailil was a master of political intrigue, and Prince Leanhaun a master of arcane secrets.

Read more: (Surveyor's Era) Princes of Dischordia

Founding of the Arcane Academy

Several willworkers established a place dedicated to the study of magic and the pursuit of arcane knowledge. The Imperials saw the merit in such an institution. Prince Synthas Leanhaun, himself a student of the Arcane, sponsored this budding Academy. The Voice of Balor offered to house it in his personal domain, the former territory of the Lost Angels. Archmages of many different domains aided in building the Academy Chantry. Mages from all across the kingdom flocked to it to share their knowledge and to learn from one another. Transcending domains and factions, it would remain unhindered by politics. As part of Imperial lands, it would be open to any student who sought such knowledge.

War of Aether

Balor ruled Dischordia from Montana for centuries. In the earliest days of the war, Nul attacked and destroyed the Imperial City. Nul's attempt to snuff out the High King’s life, and the heart of Dischordia, failed. Nul found the Imperial City evacuated of all nobility, and he razed the the city and very ground it stood upon. The entire territory disappeared into nothingness. Nul leveled the Imperial City, but the lives lost were only a token defensive force. His true target eluded him.

Read more: (War of Aether)

Court of Empires Convenes

High King Balor and Dischordia weathered the War of Aether better than most. In its aftermath, they began the Court of Empires. By opening diplomacy with other kingdoms, Dischordia hoped to completely defeat the Aether

Read more: (Court of Empires) Convenes

New Voices Are Heard

Following the death of the Voice of Balor, Balor needed to choose a new Voice. At the start of the Court of Empires, the Imperials chose Doc of Casablanca to serve in this capacity. He continued in this role until his marriage to Calamity the following year. As he left, he passed the reins of court to the Shadowlord twins, Selene and Ravi. Some expressed displeasure at this development. The twins endured constant accusations surrounding treason and genocide committed by their ancestors. A year later, he revealed this to be an elaborate prank, on both them and the courts of Dischordia. As he reclaimed his title, the twins were relieved of their position in every sense of the word.

A Marriage of Two Kingdoms

An imperial wedding solidified an alliance between Dischordia and the Sultanate of Glass. The Sultanate joined Dischordia as a new domain. 

Read more: (Court of Empires) Marriage of Two Kingdoms

Court of Nightmares

Centuries earlier, Shokar, the Immolator of Pompeii, was captured during the Nightmare War. When he escaped, the Nightmare Plague began to spread once again. In a desperate gamble for diplomacy, Appalachia invited the Nightmare Lands to court. The gamble paid off, as the Nightmare Lands joined Dischordia.

Read more: (Court of Empires) Court of Nightmares

A Shattered Peace

Dischordia, in attempting to thwart a threat to the world, inadvertently broke the delicate truce. Lazarus, Balor's long-time enemy and the ruler of Europe, declared war upon Dischordia in retaliation. This war, which would rage for a year, would come to be known as the War of Maelstrom's Rebuke. 

Read more: (Court of Empires) A Shattered Peace

Victories and Setbacks

When the Court of Empires convened, the Imperials experienced both victories and setbacks.

Read more: (Court of Empires) Victories and Setbacks

War of Maelstrom’s Rebuke

After Lazarus declared war on Dischordia, the conflict raged over the next year. Each kingdom captured both territory and notable prisoners.

Read more: (Court of Empires) War of Maelstrom's Rebuke

The Last Child of Gwydion

Nearly a year after their marriage, Maeve and Fadil were expecting their first child. Despite their best efforts to keep this secret, word spread of the heir of House Gwydion. With it, so too did rumors of the groups who sought to obtain the child for their own nefarious ends. Occultists whispered of the arcane power the child's blood would hold.

Read more: (War of Maelstrom's Rebuke) The Last Child of Gwydion

The Sublime Cataclysm

The tides of the war began to turn to their enemy’s favor. The Dischordian lords of prepared a spectacular attack to bring a swift end to the conflict. Sultan Suleiman, a master of spirit magic, led the largest ritual the kingdom had ever seen. New Faith ritualists, students of the Arcane Academy, and a million occultists gathered from all domains aided him. The sky itself bled with the power they summoned. Chunks torn from the spirit realms themselves bombarded Lazarus’ Empire. As each realm struck, it laid waste to thousands of miles of Lazarus' territory. Millions perished in an instant, as the realms destroyed immense swaths of land.

Treaty of Maelstrom's Rebuke

The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.

Read more: (Treaty of Maelstrom's Rebuke)

Fading Glamour

Shortly after the signing of the Treaty, the Sidhe began to notice the fading of their House Boons. Commoner kith and other prodigals took perverse delight in the panic among the Sidhe. Speculation ran rampant about the cause.

Read more: (Aftermath) Fading Glamour

Death of Nul

Following the Treaty, Nul once again attended court, this time as an invited guest (if not a welcome one).

Read more: (Aftermath) Death of Nul