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The Empire of Zarbania is the third State of the people of Zarbania and it's various allied nations, who, after the political revolutions and pressure from within and throughout, reorganized their former nation, The Zarbania Powers, into the Empire of Zarbania, reorganization and retooling their political ambitions and powers of the state, and ending the final chapter of the Zarbania Powers with the resignation and disappearance of the First Emperor, Ridanax, allowing Emperor Raulde Franz, the first Elected Emperor, to take power and finally bring about the Empire's rise.

Despite all names, the Empire is more of a Democracy, and it usually uses it's titles of Count, Baron and Emperor has status symbols and because the citizens have, after a vote, decided that they simply liked to live in a Republic with the ascetics of an Empire, but with all the freedoms of the former. With it's powerful fleets and disciplined armies, the Empire of Zarbania is granted numerous strengths and skills befitting it's status as a top power in Mirus, and is guarded by the Order of Imperial Knights, who combine skill with the Energy Sword with their Essence abilities to destroy opposition to their people.

History[]

Creation[]

The Early history of the Empire can be traced back to the time of Peace following war with the Mendel Pact, Waptoria Alliance of Species, Vanara Houses and Tyris Major powers, during which the people grew restless for further changes in government. Though Ridanax had been quick to institute these changes, it was after the destruction of the Imperium of War and it's reformation into the Consulate of Praxis, that Ridanax had begun to rethink his situation. Though made a slave in his early life, the Emperor had grown powerful beyond any measure, and felt the patriotism and loyalty his people to, to an almost religious degree, was dangerous for them and himself. He formed the Imperial Knights, in case he ever grew corrupt, to both guard him, and, if he ever became corrupt and abusive, to strike him down and remove him from power. He instituted plans in place in the case he ever became disposed for the Powers to hold elections and elect their next Emperor.

It was after the Great Battle of Orbispira, and the destruction of the Emperor of Cyrannus, Tyrómairon, that Lord Gridlock began the process, and resigned from his position. Though the people of Zarbania greatly approved of him even now, being seen as an immortal ruler whose power and humility was beyond compare, Ridanax decided he was no better then the Oikoumene Emperor, and left, declaring his people were far greater then he, and had earned the chance to finally chose and pick their own leaders. His pride and arrogance had often lead to Wars, and the Zarbanian people must pick their own. The last decision he made was to allow the Bygorian people of Cyrannus to join the Zarbanian Powers as an Elector-Province, and left for unknown parts. The Imperial Knights hide where he had left for, and no reports could be found of him.

After the election, Raulde Franz was elected Emperor of Zarbania, and his election saw the reorganization and revolution of the State into the Empire of Zarbania from the former Zarbania Powers. Such was celebrated by groups of all strips, except the more hardline groups that disdained having to now rely on the people to elect their next Emperor. Raulde faced the uphill battle of winning the support all Zarbania's citizens, after Ridanax was largely seen as their greatest ruler.

With his election came vast and sweeping reforms through governmental sections of the State, army reorganization, the close inspection and protections offered to the Bygorians and easing them into citizenship alongside the rest of the Empire, and opening up further relations with other powers, assisted by the Mendel Pact, who assisted them in securing the trade and commerce with other powers.

Unlike the prior state, the Empire of Zarbania fully accepted membership into the Unified Alliance of Enlightenment. The UAE would be reformed into the Galactic Federation of Free States and Alliances, of which the Empire would become a central member.

Traits[]

Culture[]

The Empire, despite it's name, is not one mighty, unified nation that owes allegiance to a central authority, but rather, 10 semi-autonomous states in Mirus, 1 in the Quadrants, 1 in the Milky Way and 1 in Cyrannus that all share general trends in culture, faith and political attitudes, and who elect the their Emperor to act as unifying force on the political landscape and give them some cohesion and strength of will on and off the battlefield. The people of Zarbania have generally come away from their great galactic wars and intercine conflicts with renewed purposed and spirit, and a stepping towards a better, more unified Mirusian Cultural attitude, rather then an internalized, isolationist Zarbanian Culture. Outside of this, each State elects their own leaders, called Elector-Counts, and maintains their own laws according to regional needs and attitudes, but overseen by the Emperor and High Courts that maintain the authority to step in and amend these regional laws.

Despite the name, the Empire of Zarbania has very little in common with states such as the Galactic Empire of Cyrannus and the like, but actually finds more common ground with the Elective High Kings of the Mendel in Eire or the New Cyrannian Republic. The Emperor, in fact, has as much constitutional authority and strength as any President, and is held in check by the Provincial Council, The High Court and the Elector-Counts, as well as the People's Will, a Mandate that would, in the case of corruption and misconduct, allow the people of Zarbania to call a vote and see their Emperor dethroned.

The Imperial Knights of Zarbania, figures of myth and legend likened to the Aldárae Order yield the authority to randomly investigate the Emperor, pulling up his finance records, hologram call sessions, his schedules, and who he appoints, and, if corruption, of the Supernatural or political kind is found, to force him out of office in the case of the latter, repent in the case of the former, and execute him if all else fails.

Religion[]

The Empire of Zarbania follows a secular approach to government, refusing to outright give support to any one religious group, while giving protections and rights to minority religions to keep them from being swamped or overwhelmed. The various Gods and deities each have their own Cult, temples and religious figures, that make up a special College within the government meant to diffuse religious conflict among the various religions, and see to the maintaining of order. As part of their place, they may not cast votes or publicly support a candidate for Elector Count or another position.

Although the War God Ulidor, and the Farming Goddess Frya are the most popular and most worshipped, the Cult of the Immortal Emperor has only grown more and more powerful among the faithful, worshipping the lost emperor Ridanax as a deity onto himself. Despite attempts to quell this belief, the Cult has only grown stronger in recent years.

Government[]

  • Government

The Provincial Council[]

The first level of legislative government, the Provincial Council are the Senators and such that are elected by each province, and organized by the State they represent, the planet they are assigned to sign off on high-government laws for, and other such factors. There are no political parties, as those are outlawed, and the Provincial Council handles everything from the ability to declare war unless in absolute emergencies, the power to pass wider laws, and the passing of articles of Impeachment and the Peoples' Will, to get rid of and remove an Emperor from power. They are the largest body within the Empire, and represent it's people on the highest scale within the State, and are held to a high degree of standards and expectations by their people they represent.

The Elector-Counts[]

The equivalent of a President to each of the States, each Elector Count is elected from a body of figures that choose to run. An Elector Count running may aboslutely not ever use their personal funds and connections in way to buy ads and propaganda for themselves, as the Empire's tax funds pay for equal amounts of air time and such for each one running, and it is up to them to use their funds wisely. Debates are held on a number of worlds, depending on the size of the Elector-State, and each trends towards certain attitudes and beliefs. Their duties and administration is similar to that of a president, though on a smaller scale.

An Elector Count can be impeached just as the Emperor can.

Each Elector-Count answers to the Emperor and Provincial Council.

The Emperor[]

The Emperor of All Zarbania, Prince of House Ridanax, Count of their Province, Lord of the Armies and Navies, is the head of state and government within all Zarbania, and his decisions are stopped only by the Council, Elector-Counts and Grand Court. He acts as Commander-in-Chief of the army, has final say on all laws, until the Provincial Council overrules him by majority vote, and acts as the chief diplomat and emissary to other nations and states. Despite the name, the Emperor is closer to Prime Minister or President in terms of power and position, and is generally limited in political influence.

The Emperor is guarded by the Imperial Knights and other Secret Services within the Empire, and the former can further launch independent investigations into his behavior and conduct without warning or permission from any other governing body.

An Emperor seeking election must win the majority votes for the Counts, the Provincial Council and the People. If he cannot win one, he must at least win two.

Military[]

Imperial Army[]

Each State sees to the funding and equipping of their own armies and as such, all of them bear their own insignias, markings and banners that proudly display their strength and power to all that fight them. Moving fast and striking hard, the forces of Zarbania fight with iron discipline and a tough, stoic front that few can break. Masters of the siege battle and artillery bombardment, skillful of the sword and gun in close quarters fire-fights and leaders in guerilla and surprise attacks, the Forces of the Zarbanian Army fight like mad in any situation, and are regarded as the most steely disciplined, finest troops in all Mirus, matching the roaring, hot-blooded ferocity of the Mendel, the stealthy, long-ranged strategies of the Waptoria, the fast-moving mechanised assaults of the Persan and other powers with iron resolve and stoicism.

Each army is professional in character, soldiers signing up and agreeing to fight for a number of years, and very rarely drafted, trained in the use of the Arm Scythe in melee, and the Galvanic Accelerator Canon in ranged combat, but more specialized regiments and squads will have all sorts of weapons. These steely-eyed troops are lead by gruff, rough drill sergeants and captains, who are veterans in their field, and assisted by such groups as the Imperial Knights of Zarbania, and the Religious Orders donated by the Cults of Zarbania.

Disciplined and zealous, the State-Troopers of Zarbania fight like mad dogs or a cornered tiger when threatened, and will do their duty to the end.

A number of soldiers, as per their membership in the Unified Alliance of Enlightenment, are given as Troopers within the larger government of the UAE, while still maintaining their own forces. In this, the Zarbanian Army quickly became regarded as a reliable backbone in combined arms operations, holding their ground as others push forwards.

Imperial Navy[]

The Naval powers of Zarbania are centered around it's powerful Cruisers and frigates, and are designed to act as heavy hitting flying forts able to completely annihilate and destroy anything that gets in their way. The fleets are crewed by active Marines, recruited the same way as the State Army Troopers, while the Naval officers and crewmen are trained in highly advanced academies and colleges to produce everything from effective gunners, expert naval captains and officers, communications officers and even admirals of entire fleets when given enough years on the job and training. Like with the Army, Zarbanian States each handle their own navies, and all of them are recruited from volunteer fighters.

Each navy is, once completed, assigned a Trade Route, Sector, Star System or Stellar Fort, and remain there to patrol, protect and launch sieges and attacks. Many different Sector Fleets will, in times of great wars and attacks on heavy location, be combined and sent to attack areas and besiege worlds under the command of a High Admiral. Multiple Sector Fleets and Combined Fleets are under the command of the Grand Admirals.

The overall command of the Fleets falls upon the 8 Grand Admirals, assigned personally by the Emperor himself, and can be removed from power by him or a vote from the Provincial Council. The Grand Admirals are considered the supreme authority in military and naval matters, as well as strategies, deployments and naval numbers and strengths.

The Imperial Knights[]

Taken over the duties of the Former Crimson Guard, and acting as the guardians of the Emperor and his family, the Imperial Knights are similar in many ways to the Aldárae of Cyrannus, though more tied to the State then the former. As such, many within Cyrannus and other areas often take to calling the Imperial Knights derisive names such as "The Emperor's Aldárae", "Junior Aldárae" and "The Emperor's Saberlings". Despite their dedication and loyalty is famous throughout Mirus for their willingness to fight no matter the odds, and their dedication to help all people, their Order teaching from an early age to never help in tyranny, and give much of what they own to people in need and help them reach higher status, while leading State Troopers by fighting on the frontlines. Imperial Knights are trained to use Liminal Energy alongside their Phase-Sabers, using elegant fencing swipes and blocks along with their Supernatural abilities to overwhelm their foes.

They do not view their energies as anything sacred or esoteric like the Aldárae, Koatria or the like, and instead take the stance that their abilities are a simple tool, to be used for good and evil, and there is no deeper meaning or logic behind it. Despite this agnostic view of things, they aboslutely refuse to use Dark Side techniques such as those of the Darklings or the Valin associated in Cyrannus.

Every Emperor goes through the training of the Imperial Knights, and has some grasp of their tactics, skills and armor, even if he or she cannot use Liminal Energy. This helps in culling darker aspects from the individual, letting the Emperor get close to his bodyguards, and focusing their mind, as well as letting the wider Knight organization know if an Emperor is to be trusted, and how to handle them and their personality.

The Imperial Knights, just as the Aldárae center themselves on the world of the same name and the Phaedric Order center themselves on Antemurale, have their headquarters located on the world of Macht, a bleak and spartan world where recruits from all States are taken.

Astrography[]

Zarb Provinces

The divided territories of Zarbania.

Province of Riekinburg - The heart of the Empire, Reikinburg contains the legendary capital of Zarbanian and it's cities, and it is the center of agriculture, farming and mining within the empire. Though seen as snooty, pompous and arrogant, Reikinburg's inhabitants are progressive and serious minded, and are loyal soldiers in the army, unflinching in any battle, and eager to prove themselves. Their Elector Count is Karwin Frazrite.
Province of Mitteleland - The second province, Mitteleland is home to most of the bravest and most passionate troops of the Empire. Home to the Scimt'akar homeworld, as well as the Temple to the God of War, Ulvin, the people of this province are prone to war and battle, and bitter arguments over any little thing. Their Elector Count is Ztac.
Province of Nordveria - Mitteleland's closest ally and neighbor politically and geographically, Nordveria's woodlands produce fierce scouts and hunters, who dislike working with other Provinces even in times when the Emperor calls upon all to unite. Their people are the producers of the Fleets of Zarbania, and take great pride in both these traits, though hate water, , easiely getting sea-sick in seconds. They are lead by the Count Brocow von Zoblin.
Province of Stierland - The third province, and closest to Darkling territory belonging to the Skallin, Stierland is full of stubborn, grumpy sorts who are said to not only be unwilling to change course, but frugal to a fault. It is said they will eat anything so long as it doesn't cost them too much, even rocks. Their province provides farming and food production, as well as troops for the army. Their Count is Gorbin Falscherkopf.
Province of Eisenburg - The great industrial province, Eisenburg is home to the greatest engineering colleges in the empire, producing the greatest minds in all Zarbania, and the territory constructs everything from farming equipment, building material, to military devices. Dour, serious and blunt in speech, Eisenburgers have little time to talk for long. Their count is Fran Broslier.
Province of Sturmarx - A later province, Sturmarx is made up of a series of world considered dreary, fog-filled and rain-drenched. Stubborn and old-fashioned in their dressing style and customs, Sturmarx never the less produces efficient troops and proud workers. Even after the destruction of their capital, the State has managed to not be picked off by other Provinces seeking more territory. Their Count is Egiegal Hroth.
Province of Schweinland - A province of farmers, cattle-herders, and the like, Schweinland is considered home to bumkins and superstitious types, who dislike anything different, and annoy even Mitteleland with their attitude. They are often fatalistic and slow to act, often repeating questions often before answering. Their count is Vrmil von Rauniv.
Province of Offnenburg - Offnenburg, is a Province famous for it's many Cattle ranchs and beef production plants, using their many wide open fields and tracks of land to operate these ranches. Open, straight to the point, and often marry in attitude, Offnenburgers are liked by the Mendel, though many admit they are a bit off in the head. They lead by the Count Markin Lindorf, current Emperor.
Province of Kaseland - Kaseland is home to a simple folk, who enjoy fishing, hunting and outdoor tasks, making them the best trackers, scouts and explorers in all of the Empire. They are tolerant, open and friendly by nature, though it is said like their hunting rifles a bit too much, with many saying they prefer their rifle to a wife or husband. Kaseland is lead by the Count Brogen Jeagermeister.
Province of Fryaburg - Another land of farmers, Fryaburg is the sprawling territory to the East of Zarbania's holdings, a large province of woodsmen and farmers, known for their loyalty and self-effacing attitude in regards to deed and doctrine. Fryburgers will, even their knights, seek to downplay personalized iconography and weapons, often seeking to look like their peers, and believe their glory is not that of themselves, but merely added glory to the greater whole of their province, and the Empire as a whole. Their Count is Helmuth Feirburger.
Province of Schweliestein-Holstag - Established after the Xonexi Wars, Schweliestein-Holstag is part of the former Drakodominatus territory that Zarbania claimed for itself, though was drastically reduced in size after the loss of the war. Zealously guarded and protected, Mirusians find a welcoming people, eager to trade and work them, with even Cyrannian and other species finding a place amongst them. To counter, Xonexi species are treated with distrust and guarded hostility. Their Count is Dmac.

Schweliestein-Holstag

The Territory of Schweliestein-Holstag, bordering France and Consulte of Praxis to the North, and the TIAF and Draconid Imperium to the South.

Extragalactic Provinces

Province of Ure - The Provincial colonies established in the Quadrant Galaxies, the Province of Ure is noted for it's fleet building capabilities and mastery of space travel, astro-communications, hacking, spying and transportation networking and pathfinding. The people here are eager and energetic, regarded as the best and brightest of Zarbania's extragalactic colonies, and ready and able for anything from war, to expansion to peace and trade. Their Count is, like most galactic Colonies, a Viceroy, named Herml van Morrisan.
Province of Sodinberg - The colonies established after conquest in the Milky Way, Sodinberg was created after the Zarbanians colonized a number of worlds, and were attacked by rapacious Skallin and expansionistic Mendel. Sending countless Knights, Troopers and ships to win back the territories, the once small three worlds expanded from conquest and the crusade into a full province named Sodinberg. It's Viceroy and Count Damic Van Halin.
Province of Bygore - Made up of the territories of the Bygorians in Cyrannus, the Bygorians abandoned all notions of Imperialism and conquest after the Empire sacked their worlds and conquered them. The Zarbanians invited them to join the Powers, and the Bygorians accepted, partially because of their large population from the Powers, and partially because of lingering distrust for Orbspiran politics. Their Elector-Count is Kul'Talis.

Relations[]

Part of[]

  • UAE - For a stronger, united Mirus.
  • Coalition of Central Empires - We lend our aid at all times.

Green face Allies[]

We are with you. We march at your side.

Blue face Close Relations[]

We have much more to do.

Yellow face Neutral[]

Watch your step.

Orange face Disliked[]

This action does not have our consent!

Red face Enemies[]

No peace, only war!!

Quotes from others[]

  • Add your own!

More Zarbanian civilizations than there are insects within a hive.

- Vhamlas Naralhi

Notes[]

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