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Human Empire

Human Empire

A highly developed empire in the centre of Tyria, the Human Empire’s armies are made up of all sorts of infantry, cavalry, ranged units, and even some monstrous beasts. Their armies are highly varied but lack the specialisation of other factions. Once a beacon of unity and stability, the Old Empire collapsed when its last two heirs fought each other to claim it for themselves. Now, the remaining cities must rebuild as they live in the shadow of their former glory. The new Human Empire is fragile, built on a coalition of guilds and nobility, and only time will tell whether this empire will endure.

Humans spread throughout Tyria after they developed agriculture and metalworking. A number of cities arose which fought for political dominance until eventually one city came to dominate the region through conquest and alliances. This system of alliances and vassals became the basis of the Old Empire, where the Emperor ruled from the Capital city, supported by a council of Noble Houses. This Empire brought peace and trade to the Midlands, which in turn led to innovation and expansion until most Human settlements were united under their sway. 

The Empire faced its greatest struggle during the Havoc Wars. On the eve of their greatest defeat, the Wizarding Guild and allied magicians turned the tide, sacrificing their lives to seal the Havoc Gods into the Orb of Fate. A period of peace and prosperity ensued, and the Orb and the Imperial Crown became symbols of peace and Imperial authority. Yet, the Emperors would never regain their previous authority as the Empire began to rely more on local rulers, held together by careful diplomacy and the personal charisma of successive Emperors. This era came to a sudden end with the opening of the Great Rift.

When the twin heirs of the last Emperor destroyed the Orb during a violent succession dispute, it unleashed the captured Havoc Gods, and the resulting release of arcane power destroyed much of Tyria. The Capital, Imperial Family, and much of the ruling class were destroyed almost instantaneously. A number of outlying provinces broke away, while towns and cities in the core of the Empire were left without leadership. The situation threatened to devolve into total chaos. 

Local Merchants and Guilds stepped in to maintain order in many towns where the local rulers had died. These towns declared themselves Free Cities. Other towns fell under the sway of the Wizarding Guild, who were still held in high regard for their intervention during the Havoc Wars. Reluctantly, the Nobles recognised some cities as under the governance of various Guilds, including the Wizarding Guild. In others, the Guilds agreed to share power with the surviving nobility. 

Together, these cities would form a new senate that would continue to govern what remained of the Human Empire. It was agreed a Steward would be elected to rule the Empire until the Orb was restored and a new Emperor could be named. Stewarts are chosen from Noble Candidates or those with some trace of Imperial blood, who have renounced all other titles and loyalties except those to the Empire itself. 

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History

The Midlands

At the heart of the Great Empire, Humans developed agriculture here and soon began to spread throughout Tyria. Many of the oldest settlements were founded here as it became the heart of human civilization.

The First Empire

As cities grew, so did a need for political unity. Gradually, one city arose to dominate the region, through both war and diplomacy. This became the basis of the Great Human Empire, a powerful Emperor who nevertheless relied upon a council of powerful nobles. The Empire brought peace and trade, which in turn led to innovation. Slowly, most Human territories would come to join the Empire and the council would grow into the senate.

The Havoc Wars

As Havoc arrived, the Empire was forced to work quickly to consolidate their defences. Havoc still proved too powerful, however, and it was soon clear that the Empire fought a losing war. Only the Wizarding Guild and allied magicians managed to turn the tide by sealing the Havoc Gods into an orb.

The Long Peace

A long period of peace and prosperity ensued, as the Empire and its allies had overcome the danger. The Orb and crown became a symbol of peace and Imperial authority.

The Rift

The destruction of the Capital, Imperial family and much of the noble class was both cataclysmic and instantaneous. A number of outlying regions broke away while towns and cities in the core of the Empire were left without leadership. The situation threatened to devolve into total chaos.

The Guilds

In many towns where the local ruler had died in the disaster, local merchants and guilds stepped in to maintain order. Their management proved highly effective and soon many cities declared themselves “Free Cities”. The old nobility felt threatened by their development and soon many cities were on the verge of war or rebellion.

The Wizarding Guild

With their main academies outside of the Capital, the Wizarding Guild stepped in to work as mediators. The Wizards were still respected for their intervention in the Havoc Wars, and most Imperial citizens welcomed them.

The Great Senate

Reluctantly, the Nobles recognised some cities as under the governance of various Guilds, including the Wizarding Guild. In others, the Guilds agreed to share power with the surviving nobility. Together, these cities would form a new senate that would continue to govern what remained of the Great Human Empire.

The Steward

It was agreed that no Emperor could be named until the Orb was restored, instead a Steward would be elected. The Stewart had to belong to a surviving branch of the Imperial line and renounce all loyalties except those to the Empire itself and titles except that of “Noble Candidate”

Society

The Human Empire used to be great, rising to its apex before the Havoc Wars. It emerged weakened but victorious, until the Orb was broken and the Gods released, which further damaged their realm. With the Imperial Throne vacant, the Human Empire lost a good part of its territory. While it is still the largest human domain, the power is now held conjointly by a myriad of Wizarding Guilds, semi-independent townships, various noble houses, all overseen by a senate and a Regent.

Much of its might is spent defending its borders and quelling internal unrest rather than trying to expand further.

A Diverse People

The Human Empire once stretched over most of Tyria. Although much reduced in size, its population still remains greatly mixed, as much of its population claims heritage from all corners of the continent. These populations are heavily mixed, integrating this diverse population at every level of society. Other non-human species are tolerated, but often live in their own smaller communities in large cities.

Distant Glory Days

The Human Empire is in decline, but it is not crumbling; many people within it live peaceful lives. But there is a sense of nostalgia, of being at the tail end of a glorious history. Some hope to see a powerful Emperor or Empress emerge one day to reclaim lost ground and drive back the Daemons, although many simply wish for a stable, boring existence.

Natural Foes

Many within the Human Empire abhor Daemons and see them as the natural enemies of all mortal life on Tyria. This attitude, while still deeply rooted, has softened somewhat with the younger generations, who have a more nuanced perception of Daemons. The most active threat is not so much the pure Daemonic hordes, but rather the Havoc-worshipping northern tribes that joined them and want to plunder the Imperial Provinces.

Centre of Learning

The Human Empire values knowledge and power. Master craftsmen, expert wizards, learned scholars and consummate soldiers are revered. This attitude allows for some degree of social mobility for the most brilliant, but offers little help for the most destitute. A good portion of the high spheres is made up of people who come from already well-off families and can afford the necessary education. The brunt of the crisis has been suffered by the poor, leading to some social resentment among the lower classes, making them vulnerable to temptations of betrayal.

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