|Motto: "For the rod of the wicked shall not rest upon the lot of the righteous."|
|Anthem: Verion Hymn|
|Capital||Sarhat Capital City|
Valarion Seat of Government
|Largest city||Torosh, Port Xerna|
|Official language(s)||Common lingua franca, Toroshi, Soufi, Keraqi, Martino, Interlandian|
|Official religion(s)||Path of the Star|
|Legislature||The Imperial Conclave|
|Population||38,000,000 estimate, actual population unknown due to the presence of various nomadic tribes|
|National animal||Orycteropus Giganticus|
|National drink||Red Wine|
The Verionian Empire (also: Verionia) is a federation of states in South-East Keltia. The Empire, which is largely covered by deserts and plains, is a loose federation of states, nomadic tribes, semi-autonomous city-states and the reigning Imperial House of Verion, which since their arrival from Benacia attempts to solidify the realm. It was established following the Great Disaster that saw the decimation of the Republic of Verionist Benacia. Having previously been involved in international trade, and enjoyed limited contact with neighbouring countries, the Verionian Empire follows a policy of complete seclusion from the world since 1676. Following the implementation of this policy, which is known as the divine isolation, the Empire has effectively become a Hermit state.
- 1 Realms of the Empire
- 2 Geography and Climate
- 3 Government
- 4 Eight Pillars of Foundation
- 4.1 First Pillar: Good People give a Good Path
- 4.2 Second Pillar: A Good Path gives Wisdom
- 4.3 Third Pillar: Wisdom gives Sustainable Wealth
- 4.4 Fourth Pillar: Sustainable Wealth gives Divine Isolation
- 4.5 Fifth Pillar: Divine Isolation gives a Stable Nation
- 4.6 Sixth Pillar: A Stable Nation gives The Spheres of Dominion
- 4.7 Seventh Pillar: The Spheres of Dominion give Freedom
- 4.8 Eight Pillar: Freedom gives Good People
- 5 History
Realms of the Empire
The Verionian Empire is a federation of a number of diverse political units and realms, often with different degrees of loyalty to the central government in Valarion. Although all realms of the Verionian Empire are on paper united under the House of Verion, and the Imperial Government retains the de jure control over the armed forces and most legislative matters, the degree in which these laws are enforced varies greatly.
The Realms of the Empire are represented in the Imperial Conclave.
Free City of Chryste
The Free City of Chryste, also known historically as Chryse, is a city-state on the Benacia continent. Chryste rose to prominence when the Iron Company established its headquarters in the early 17th century. As a free city in Shireroth, the city became one of the wealthiest urban areas of Benacia. Following the Kalirion Fracture, Chryste became the capital of the Verionist Republic. The city was transferred to Batavia in 1676 AN, and after two years was established as an autonomous city in the Frankish Empire. The transfer of sovereignty upset the Raspur-dominated order on the Benacian continent, and was one of the triggers of the Second Amokolian War. Following the war, the city gained its independence as the Free City of Chryste,
Lordship of Keraq
The Island of Keraq is the furthest away from the main Verionian dominions. As such, it has developed the status of an outlier and a somewhat rebellious place. Trade is important for the Keraqi, and the isolationist policies of the Verionian leadership have impoverished the elites of Keraq. For that reason, a strong movement for independence has emerged on the island. So far, major conflicts have been avoided between the Keraqi and the Verionian leadership.
Republic of Novograd
Formed out of the legacy of the Republic of Interland, Novograd is one of the most technologically advanced parts of the Empire. The Republic is ruled by a technocratic council, chaired by the Chancellor.
Mercantile Realm of Souf
Originating as a federation of trade cities around the strait of Souf, the Mercantile Realm of Souf is one of the richest parts of the Empire. The Realm enjoys a moderate climate and as such has been able to develop in one of the most populated parts of the state. The Mercantile Realm of Souf was among the earliest supporters of the House of Verion, due to the presence of the Iron Company in the area. Together with the Imperial City of Valarion, it constitues the Verionian heartland.
Capital of the Mercantile Realm is the Free Port of Al-Qalea. The city is a home of merchants, shipbuilders and the Verionian navy. It was granted the status of Free Port as a privilege by the Rashdir of Souf, after the Qalean navy rescued the merchants of Souf after the collapse of the Gerenian empire. In the turmoil that followed, the Qalean navy acted as a protection against potential imperialist invaders, such as the Palliscians. The Free Port of Al-Qalea is generally loyal to the Verionian leadership, under which it continues to enjoy its special privileges.
In the East of the Mercantile Realm lies the island of Qrouh. The island is the main source of wealth for the merchants of Souf because of its goldmines and its abundance of other precious metals.
Federated Tribes of Torosh
The largest part of the Empire is covered by the Roqq desert. This desert is inhabited by tribes, most of which are nomadic, although several have become more attached to a specific part of the desert. Almost all tribes have far-reaching autonomy. In 1675, shortly after the official establishment of the Empire, the tribes, who had for centuries met at the city of Torosh for an annual gathering, declared their loyalty to the Elu Verion. In exchange for the loyalty of the tribes, Elu Miqah Verion granted the tribes a special status, and allowed them to govern themselves to a large extent.
The nominal capital city of the Verionian Empire, the Ancient Walled City of Sarhat is located in the realm of the Toroshi and functions as a bridge between the desert realms and the seaports of the Empire.
Imperial City of Valarion
The Imperial City of Valarion is an ancient Free City, and one of the oldest in the Empire. Constructed in the early Interlandian days, the city is home to more than a million people. The island of Valarion on which the city is located was ruled by the Prince of Valarion until the establishment of the Empire. The Elu of the Verionian Empire also holds a secondary position as Prince of Valarion, which is a remnant of the early autonomy of the city.
The Imperial City of Valerion houses the Imperial Palace, and all the government buildings, including the Marble Palace, which houses the Imperial Conclave. The Black Temple, one of the holy sites of the Path of the Star, is also located in Valarion.
Kingdom of Valentia
The Kingdom of Valentia became part of the Verionian Empire in 1680 AN. The Kingdom has a mainly martino population, a legacy from the Alexandrian and Victorian times. The Kingdom occupies the Western part of South Keltia, and its strategic location makes it a hub for sea travel and shipping.
Geography and Climate
The Verionian Empire is, aside from its holdings in Benacia, located in South East Keltia. The Empire covers a large area on the Keltian mainland, as well as a group of islands in close proximity. Roughly two-thirds of the nation is covered by desert. The largest desert of the country is known as the Roqq desert, or Central desert. As a result of its climate, the Empire is significantly less centralised than the governmental authorities would like it to be. The deserts are mainly inhabited by nomadic tribes and the descentants of hopeful colonists.
The capital city of the Verionian Empire, Sarhat, is located on the edge of the Roqq desert. As temperatures in the summer can reach up to 50 degrees celsius, the government resides in the Southern city of Valarion, which has a much more temperate climate. The majority of the population lives in the Southern part of the Empire, mainly on the islands or on the Strait of Souf.
Geographically, the Empire can be described as diverse. In its deserts and plains, to the Qairu mountain range, the landscape is rocky, sandy and robust. In the South, the milder climate allows for vegetation, some agriculture but also semi-tropical savannas which in the rainy season colour brightly with various kinds of flowers.
The heads of the constituent states of the Empire each have a seat on the Imperial Conclave. All major decisions in the Empire are made by the Conclave, which has an intricate system of majority voting. The Imperial Conclave is chaired by the Washar, who is elected from the Conclave members for a two-year term and serves as primus inter pares.
Eight Pillars of Foundation
The number eight plays a significant role in the spiritual and political life in the Verionian Empire. Derived from a more obscure interpretation of the Star of Verion, the Empire rests on eight pillars that uphold the realm, and underpin the legal system and the laws of the Empire. The ideology behind the Eight Pillars of Foundation is mainly lifted from classical Verionism, but also from the cultures and religions of the indigenous people of the Roqq desert, and ancient myths that have survived the ages. As the Eight Pillars are part of the same Star, a symbol for life itself, they refer to each other as an ever-turning wheel of time.
First Pillar: Good People give a Good Path
The first pillar is the foundation of the governing structure of the Verionian Empire. Upon arrival from Benacia, this pillar was immediately invoked by the Verionian elite in order to justify their rule over the empire. Whereas the Benacian Verionians numbered only around a thousand, they constitute the core of the government of the Empire. Started in the late 1660s by Miqah Verion, the establishment of a central authority over the fragmented Empire has always been a project rooted in Verionian principles. The Pillars of Foundation stress that some good people in key positions need to be in charge in order to steer the ship of state in the right direction. In the case of the Verionian Empire, the House of Verion is the embodiment of this "good people" principle, as they are the direct descendents of the first Elu, and as such Children of the Light (the literal translation of the name Verion from old Elw is Son of the Light). According to this first pillar, the ruling elite should provide a good path, the laws of the Empire.
Second Pillar: A Good Path gives Wisdom
As the laws of the state are given by a chosen elite, this collection of rule should be "enlightened". As such, the laws of the Empire constitute the good path, which the citizens of the Empire may follow. When they follow the path, and obey the rules that are given by the Government, then they will be lead to wisdom, in a peaceful, orderly and harmonious society.
Third Pillar: Wisdom gives Sustainable Wealth
Fourth Pillar: Sustainable Wealth gives Divine Isolation
Fifth Pillar: Divine Isolation gives a Stable Nation
The policy of the Verionian Empire is isolation from the outside world. Although international trade is conducted, and crucial in many respects to the prosperity of the Empire, it is only conducted through the Port of Keraq, which is the only part of the Empire in which non-nationals are allowed to enter. Although the Verionian Empire shares land borders with the Palliscian Dependency of Tanah-Baru, it does not have any trade relations with this nation. This isolation is reinforced by the belief of the locals that the Palliscians are a cursed people, due to their highly disfigured appearance. Even long before the arrival of the Verions to the Empire, the nomadic tribes of the Roqq desert refused to trade with the Palliscians upon their arrival, as their local folklore and myths has long warned for the appearance of the Children of the Underworld, a cursed race that would bring sure destruction to all who enter into contact with them. The land borders with Tanah-Baruh are naturally protected by the Western Ridge, a high mountain range. The small eastern possessions of the Palliscians lie within the Great Salt Desert, the dryest and most unwelcoming part of the Empire. Even though, local militias patrol the area near the borders and will not hesitate to shoot anything that moves.
Sixth Pillar: A Stable Nation gives The Spheres of Dominion
Seventh Pillar: The Spheres of Dominion give Freedom
Eight Pillar: Freedom gives Good People
The Great Disaster
The Verionian Empire emerged following the Great Disaster which occured in the Verionist Republic on Benacia. On the eve of 15.XII.1675, several incidents occured in the Verionist Republic that would become the prelude to the Great Disaster. At 10 PM, the Verionist authorities issued an immediate warning to all residents in the North and West of the Republic. People were told to stay indoors, and close all windows and doors. Approximately one hour later, two large explosions were heard in the city of Zolt, followed by clouds of smoke. The Verionist Benacian Army closed down all access to Zolt and quarantined the city immediately. In the day that followed, multiple similar explosions occured in the cities of Wendor and Aurum.
As it turned out, the explosions were linked to a secret government programme known as "Sword of Revenge", which was the Verionist Republican implementation of the similarly named Kasterburger research programme. "Sword of Revenge" did not only include the development of nuclear weapons, building on the previous Shirerithian arsenal in Wendor, but also several types of biological weapons. After the first explosion in Zolt, which was caused by a malfunction in the cooling system of Reactor IV, the Titus Morvayne Research Centre was largely destroyed. This explosion caused several strains of a highly lethal airborne virus, Virus Y, to be released. The subsequent explosions in Wendor and Aurum were triggered by the Automatic Destruction System, that was instigated by a computer algorythm that had mistakenly regarded the incident in Zolt as a foreign attack. This resulted in the automatic implementation of the Chryste Redoubt Plan, which would destroy all military bases in the Country simultaneaously. Although government officals were quick to respond, they could not prevent a massive and unfortunate loss of life. The total immediate death toll of the disaster is estimated at 200,000, with up to a million people expected to succumb from biological side effects of the release of Virus Y.
The Great Disaster saw the end of the Verionist Republic on Benacia. Viceroy Regina Verion stepped down immediately, and was succeeded by Jana Al-Basani, who immediately declared a national emergency. Only two days after the disaster, Monty Crisco changed its allegiance to Shireroth. Following several emergency meetings, Viceroy Jana Al-Basani declared that the government could no longer justify its rule over Elsenar and allowed the Conclave of the People to have a deciding vote on the future of the Republic. On 17.I.1676, the Conclave voted to return back to Shireroth by a margin of 405 in favour versus 89 against, with 81 abstentions.
Although ideologican Verionists had supported giving the Conclave this vote, they could not agree with reunification with Shireroth. After less than one month of service, Jana Al-Basani resigned as Viceroy and declared that the Chryste redoubt area would remain an independent Verionist state, and that the principles of Verionism were still relevant and should be guiding the nation. She assumed the position of Viceroy of Verionist Benacia immediately after.
Meanwhile, Regina Verion, and a group of around 200 loyalists had sailed for Eastern Keltia where her uncle Miqah Verion had been residing since 1667. The Verionists joined forces with local South Keltian tribes and warlord to establish a Verionian Empire.