The Girothian Empire

Overview
The Girothian Empire is the largest unified force in Calaleth and spans primarily through the land of Girothia but has colonies ranging from Arkhvar to the Forbidden Deserts. While all races are allowed to become part of the Girothian Empire its history of bloodshed and animosity towards other races has meant that it largely remains a nation of men.

History
When Chaya gave birth to the Firstborn the foundation for Girothian culture was laid. Taking on the mantles of protectors, Azalan, Tehrukan and Vitra conscripted the strongest of the subsequently born humans and created the warrior cultures known in today's Girothia as the Arknight Order and Harken Armies. Those unable to pass the protectors' Warrior Trials were given to Boron for manual labor supervised by the draftees of Nimala who trained architects and engineers for practical daily solutions. The only one to not initially take on trainees was Merva who instead bid her time to carefully select those who performed poorly in other roles. With knowledge taken from the vast library beneath the ruined shrine, Merva trained her thankful apprentices to master the magical nature of Caleleth's air. Once Merva had taught what she could an apprentice would find themselves aiding in whatever other roles they could.

Life in the Girothian Empire
The common Girothian will be born into a largely streamlined life. For every Girothian it is mandatory to attend the selector schools from the age of 6. Here they are introduced to a multitude of working fields. They will learn about the geography of Caleleth, the process of farming, about the magical nature of their new world and about how to defend it. Each youngling's development is watched over by their general tutors and at the age of 9 are separated based on skills and character traits. Some will be sent to the farms to learn the craft of providing, some to the Arknights for indoctrination and so on until they every youngling has been given a destiny. Or so was the original Girothian intent.

Most children will remain in their new homes for a time. They will learn the fundamentals and will eventually become fully fledged employees. They will receive food, drink and accommodation from their employers or from the Distribution depending on practicalities and will be given a token amount of clarens to spend on luxuries. Those who leave invariably provide such luxuries. Finding their destinies elsewhere these individuals will often start their own businesses or join an already established private business. The benefits are a much larger sum of clarens compared to the sparing sum distributed by the Girothian central organizations but the safety net is removed. For should one find themselves without work the Girothian Empire will take no responsibility. The Girothian will be denied food and water from the Distribution. They will be left with no accommodation. Nowhere to go. Alone in a world uncaring.

For most this is the deal-breaker of staying in their assigned professions. There is ample opportunity to rise through the ranks and gain more and more clarens to spend as honors are earned. In some special cases it is even possible to change professions. Even if the pay is less than satisfying it is to most better than starving.

The concept of community organization reverberates throughout the entirety of the Girothian Empire, from the tiniest village to the largest fortress cities. Each household playing a part in the survival of the whole. Each individual providing for the rest. It is of course not a system without fault. Many will slack or attempt to cheat the system. The Distribution's Executives stand ready, ever going over their lists and gathering information on each individual under their care. Should public opinion drop too low they will be either reassigned or lose their status and perks within the empire completely depending on the severity of their situation.

The Solar Enclave
Founded immediately after Parakhan's founding, the Solar Enclave is the ruling council of the Girothian Empire. Every Girothian organization has a place here, from the Distribution to the Arknight orders.

The Solar Enclave initially consisted of only the Firstborn but has since seen the addition of many a human consultants due to the increasing need for establishment representation. The Enclave has several functions but its actual members gather rarely having more pressing matters to attend. It is instead commonplace to send trusted substitutes, giving them complete authority on their master's behalf.

The Administration
The Administration, sometimes called 'The fed' by the citizens it provides for, is a collection of several central organizations for maintaining and expanding Girothian society.

The Distribution
The Girothian Empire is a pseudo-socialistic nation. At its very core is the Distribution. Charged with ensuring the survival of all employed Girothian citizens, the Distribution sets up large dining halls for those who wish to eat there. The food is generally foul-tasting but for those who have nothing else or wish to spare their clarens these dining halls are a boon unlike any other. The same goes for housing, stuffing a multitude of individuals into open living spaces to ensure roofs over their heads. Lastly, the Distribution is in charge of keeping tabs on every Girothian in their care. To this end the Executives stand ready. Day in day out patrolling, ensuring that the resources of Girothia are never spent on those unwilling to give back.

The Builder's Guild
The builders' guild is the place for those muscular enough to work but who value family and stability over honor and bloodshed on the battlefield. Skilled in the arts of resource gathering, smelting and assembling, the builders guild is where every Girothian turns when something needs doing. They take care of everything, from weapon smithing and quarry mining to building and fabrication. All that is needed is the right man for the job and with interconnected offices scattered all over the Empire it is a mere matter of months before that man can be called for to show.

The builders are a particularly jolly folk. With secure jobs and a constant stream of healthy pay they can praise themselves lucky, even in these days of war. For there will always be need for another warmachine. And who else to construct it but the Builders' guild?

The Technicana Institute
Lead by the quirky lady Nimala, the Technicana institute is an establishment dedicated to scientific progress for the gain of the Girothian Empire. Dabbling in a multitude of sciences such as alchemy, hexcore automation, communications and explosives, the Technicana institute is generally regarded as a prestigious housing for madness. Unfortunately for Girothia it is also the housing for the most spatially intelligent individuals in the whole empire and provides architects and mad sciences to the empire alike. With such a key role to play within the empire's infrastructure it is no surprise that lady Nimala is held in high regard by the other members of the Solar Conclave. While volatile, the experiments she proposes have occasionally yielded substantial gain for other departments. The Witchgun. The Crystalcore Constructs. The Harvelian Spire. The fires on Drenmoore Street which expanded Parakhan's underbelly by several miles. The latter Lady Nimala insists was a necessity to test her Crystalcore songbird. Regardless, minor failures are sternly accepted in the light of the potential gain. And so the Technicana Institute continues its relentless advance into the future.

The Mage Schools
Those defined by their curiosity are often sent to the mage schools. Divided by headmistress Merva herself each new recruit will be sent to one of the three schools of magic for training.

The Arkhvar Academy
Located in the frozen wastes of Northern Iranon, the Arkhvar Academy's mages are those who depend on controlling their emotions. Utilizing frost-based magic requires measured movements and a clear head and relies on gathering vast amounts of power before unleashing it all in a lethal flurry or parts of it in a lengthier but much more powerful fashion.

The Wildfire Mages
An unstable group, the Wildfire mages rely little on the application of knowledge but instead utilize ancient rites to manipulate the flames in their hearts. Amplified by overwhelming emotions the magical power of the Wildfire mages fluctuate wildly at all times and while this makes them unreliable allies their destructive potential far surpasses that of their more apprehensive colleagues. Needless to say the Wildfire mages have no centralized hub of operations or if they did burnt it to the ground long ago.

The Harvelian Spire
On the outskirts of Parakhan stands the tallest spire ever created. Harvelia they call it. Within its confines train mages of the strangest natures. Illusionists, conjurers and other strange professions, the list is never complete for no one knows what the Harvelians will come up with next. Fully reliant on the knowledge of tomes and the magic stored in Caleleth's very air, Harvelian magic has none of the Wildfire mage's fury and lacks the versatility that frost-weaving brings. On the other hand there are a great many things that elemental magic could never achieve. Null-magic, telepathy, chronomancy, even the dimensional rifts used for the Essence Concord's counter-attacks have been devised by the Harvelians. Knowledge is power. And never has this been more true than when walking the vast halls of Harvelia.

Our Lady's Church
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The Clemency
Girothian personal hygiene is of the highest importance to each Girothian. Falling ill means not contributing and not contributing hurts all of Girothia; an insult to all of a citizen's fellow inhabitants. Regardless, when individuals are quartered en mass in the lodging houses of the Distribution there are bound to be outbreaks of the vilest diseases and worse yet, high transmission rates. Enter the Clemency. A medicinal organization run by Our Lady's Church, the Clemency are the Girothian's prime source of drugs, surgeries and expert opinions. Clad in leather robes and wearing their signature death masks the Clemency's Vicarion clerics make haste around the city treating every member of society in need.

It is an unfortunate side-effect of collaborations with the inquisition that the general public has come to dislike the Clemency's assets. Every now and then a patient may display symptoms of darker infections such as vampirism or Darkling origin and when this is the case the inquisition is called in secret. The patient's death is always sure to follow no matter how small the chance of a correct diagnosis. Those unwilling to expose their loved ones to such harsh judgments and with the resources to do so will seek medical aid elsewhere. This development has upsides for the Clemency as the decreased number of individuals seeking the Clemency's aid ensures their resources are almost never stretched to their limits.

The Inquisition
The Girothian Inquisition is an exclusively human establishment consisting of the most zealous of Chaya's followers. Created at the beginning of the Age of Dominion, the inquisition was initially an order of brutes hunting those opposing Ajal's iron rule. Revitalized under Azalan's rule, the Inquisitorial Order's methods have remained largely same but is now the shadowy rapier with which the Solar Conclave hunts the agents of darkness. Working in independent groups known as wings these previously common murderers and criminals are indoctrinated and reconditioned into unparalleled hunters and from their headquarters of Greathower Cathedral maintains vigil for any signs of corruption which may fester within the empire's borders. Vampire sects, Succubi, Shardgod cults and most importantly Darklings are but a few of the many targets besetting Girothia and none of them escape the inquisition's notice. Against such monstrosities the most useful weapon at the inquistiors' disposals is fear. Introduced by Ajal and made tradition, crucifixions, impalements, total dismemberment and techniques even more grotesque are not uncommon sights throughout the Girothian Empire. Those who are visibly blaspheming against Our Lady's teachings are made examples of. Deterrents for others to see as a testament to Girothia's continued safety.

It is uncommon but not unheard of for the Inquisition to work with the Arknight Order when particularly tricky forensic work is needed. And with the Overlords marching on Girothia more and more inquisitors are dispatched to the front lines bringing ancient relics, elite agents and radical techniques to the war-effort. As befitting of their criminal backgrounds and their terror tactics they remain an ill-liked part of Girothian society. Their skills on the other hand remain appreciated during battle nonetheless.

The Arknight Order
Paragons of the Girothian Empire, the Arknights stand first among equals. Fighter-clerics trained in the angelic arts of restoration and the brutish arts of war, the Arknight Order are the archetypical protectors of the Girothian people. Known for their altruism and unconditional love for their fellow kinsmen these everyday heroes keep the peace in Girothian settlements all over the Empire. Their tactics are equally protective in battle. Often paired with mage conclaves, Greathower congregations or ranger hosts, the Arknight paladins will selflessly throw themselves into harms way to save a stranger.

Harken Keep
Not all warrior-born have the love for humanity required to become Arknights. These individuals are no less valued by Girothian society. Sent off to Harken Keep these young warriors are transformed into soldiers. They will relentlessly train their skill at arms. They will learn how to work with their brothers in arms. They will become part of the Girothian warmachine.It is unknown from where the disdain those hailing from Harken Keep stems. It is invariably directed against the Arknight Order but theories abound as to why. Some say the rejection which started their Harken journey is to blame. Others claim that it is a tradition planted by the Lord of the Keep. The Harken officers themselves retain that war is an art which the Arknights do not understand. That the true artists are belittled while the amateurs gain the praise.

Undeniable is it that the two warrior-orders have vastly different methods of war. For a Harken Marshal the battle is not some chance to show off their altruism. It is a game of chess wherein pieces are sacrificed to win the war. Every warrior in the Harken armies understand this. Understand that what is at stake is greater than them all. But factions they pair up with do not always share their views and it is not uncommon for bickering to ensure in pre-battle planning among Harken officers and their allied counterparts.

The Underbelly
Riddled with the poor, the homeless and the sick, that Girothia even tolerates these districts' existence at all is a wonder fervently discussed by its inhabitants. Some find them a health and safety risk, others a good reminder of what happens to those outside of Girothia's care system. Sometimes referred to as a plague, the poor souls caught in the ever-expanding slums of Girothian society find themselves consumed by a swirling social darkness. Each merchant wanting to set up shop within the Girothian Empire will pay a protection fee. Happily given to the Arknight order this token fee ensures the merchants shop, family and belongings remain under the protection of Girothian law. Should a merchant miss an installment however their shop will become vulnerable. As everything is taken from the merchant by thieves and bandits the protectors of humanity can do nothing to save them. This is how the Girothian underbelly started in the first place. A major part of all major cities, the underbellies expand themselves by putting human obstacles in the way for nearby businesses. Once one business cracks down and its owners are put on the street the quality of surrounding districts immediately declines. Girothians will shy away fearing disease, robbery and death. As fewer people traverse the streets surrounding merchants will fall to the same economical decline that their colleagues did. So expands the underbelly. Combating the underbelly's expansion falls not to any particular organization but is instead seen as the job for those with the time to do so. Particularly young adults enjoy this pastime, either helping out those in need or killing them off as they so desire. The repercussions for doing so tend to come swiftly and without warning. It may be that a group stepped into the wrong alley. Perhaps they killed a messenger. It matters little to the Nightblade Brotherhoods. Stalking the decrepit streets of the Underbelly, the Nightblades deliver vigilante justice to any who transgress against them. The means of course vary from brotherhood to brotherhood. Some see themselves as defenders of the weak and go to great lengths to avoid the use of violence. Others go to great lengths to set as many examples as possible. Regardless of the Underbelly's many dangers it is to many young ambitious adults a proving ground, a trial by combat or otherwise.

The Nightblade Brotherhoods
Outcasts, criminals, ruffians, The Nightblade Brotherhoods are a refuge for those with the will to continue life despite their commercial failures. Founded on dealings in death, it did not take long for a multitude of Nightblade organizations to rise within the confines of the Underbelly. Taking over abandoned warehouses and other long-forgotten buildings these rogue syndicates deal in any market they can get their hands on and morally justify to themselves. Some will exclusively sell their services for assassinations and subterfuge while others may deal in more commercial markets such as drug dealing, contraband and under-hand medicine. The prices are always steep but there are seldom alternatives. Especially pharmaceutical dealings have come in high demand with more and more individuals fearing for their lives when asking for help from the Clemency, too often coming under suspicion of Darkseed or other evil influence. Such dealings naturally has the brotherhoods into conflict with the Inquisition and no few inquisitors have filed for torching the entire Parakhan underbelly city section wherein most Nightblade Brotherhoods operate. They are curiously always denied.

With the coming of the Realmwars many Nightblade brotherhoods have pledged themselves to Caleleth's defence. Working under strict contracts the Nightblades strike from the shadows time and time again, weaving death before vanishing into the shadows as suddenly as they appeared.