A
Guide to the
Empire of Tyrs
Table of Contents
Some say the history of the Empire of Tyrs should be written in blood, but for this document I will settle for ink. The Empire was born of humanity’s hope, but the violent world of Meredia could twist even the noblest of dreams. With dark magic flowing between blighted nodes of magic and corruption spreading across the land, there is little peace and too much war.
Meredia is a realm where demons sow seeds of destruction, hordes of undead spontaneously rise, ghosts haunt lonely ruins and vampyres hunt the night. Shape-shifters and magic-using beasts lurk in the wild areas. Fierce mana-driven storms can destroy whole swathes of civilization. And above it all hangs the Father and the Mother giving life to the realm. . . and the Dead One, the pock-marked lifeless twin of our world that shines in the night, sending its dark energy to wash over the realm and poison everything good.
Humanity was once a race of slaves and barbarians, but we fought for our freedom to become a leading force in the world. Under the guidance of the Eternal Emperor and the elected members of the Senate , the Empire of Tyrs now controls the central continent and has established colonies all over the realm. As an Imperial Appointee you bear the weighty responsibility of protecting humanity and defending the Empire against attack from without and within.
Many in this world desire the destruction of humanity. We are not a sinless people, and kindness is not in the doctrine of the Emperor. I will not deny that our history has been written in blood, but we have always acted in our defense. The Empire fights a constant war against the world, a war humanity is forced to wage by the non-humans. We only hold territories and establish colonies on other continents in an effort to secure our borders from encroachment. In our history, there has never been a generation without an invasion of some part of the Empire. There is no peace for humanity!
Our society is not perfect and some argue we have reached the apex of our glory and are falling fast into anarchy. Despite efforts of the law and righteous citizens, some decadent people turn to heretical cults and demon worship, practicing human sacrifice, cannibalism, ritualistic sadism and other heinous rites to gain strange abilities. Pirates scour the lawless seas in search of easy prey, and brigands and burglars abound wherever the law is lax.
The Empire is a melting pot of diverse human cultures. The untamed tribes of the frozen north, the rustic hamlets of the agricultural south and the sprawling cities in between are vastly different. The people in each Imperial Province have their own styles of dress, mannerism, patterns of speech and their own unique ideology. But each cultural group is woven together into the complex fabric of the Empire and bound together by the will of the Eternal Emperor.
The laws of the Empire may seem inequitable to some and various policies may even be untenable to certain individuals, but the common weal requires that we support the status quo. The survival of humanity depends on the stability of our government and the unity of our society. The Emperor controls the military might stationed throughout the Empire, while the Senate controls the civilian infrastructure; together, in theory, the Emperor and the Senate provide the checks and balances necessary to allow the Empire to exist without fragmentation.
The Empire of Tyrs is the greatest national power in this realm, and possibly the greatest in its history. Ironically, though our economy drives the world market and our soldiers are stationed around the globe, the Empire has never been weaker than it is today. We have grown too secure in our power and divisive in our politics. Various factions struggle within the Empire to further their own personal agendas weakening the foundations of our society.
It seems these days that everyone has a secret. People look the other way when crimes are committed because they do not want to draw attention to themselves and their own questionable dealings. Bribery is commonplace and justice is hard to find. Where is the glory of the Empire today?
The non-humans move against us, the dead rise, demons spawn and natural catastrophes occur with alarming frequency! The survival of humanity lies in the cooperation of our race. The strength of the Empire has always come from the people. From the lofty Citizen to the rabble of society all have their part to play. Soldiers of the Emperor, senate supporters, rebellious revolutionaries and criminals heed my words or it will be too late. We must lay aside our personal differences and join together once again in the common defense.
Barthelmey Brunt
Minister of History
2000
The history of the Empire of Tyrs is the chronicle of human triumph against constant adversity. Humanity rose from a people of slaves to be the most powerful nation in the realm of Meredia, but their position of power is challenged from every corner of the realm and from those discontents within its own borders. There has never been a decade without an invasion of some part of the Empire or a war between internal political divisions.
As internal strife threatens to tear the Empire apart, the non-human races of the realm, jealous of human success, are moving against human civilization. Their machinations have been subtle, but political, economic and military movements can only mean that another great war is coming.
Three thousand years ago bands of nomadic humans roamed the northern parts of the central continent. They were a simple hunter-gatherer people. They were not capable of working iron and used implements of fire-hardened wood and bone. They lived in huts made with wooden frames covered with hides or wooden long houses with thatched roofs.
In the southern part of the central continent the Beard’ons dwelled in seven spectacular cities connected by a series of roads. High walls surrounded their cities with towers that reached the sky and immense arched gates. Hereditary leaders ruled each of the seven great cities. These families were strong in magic and excelled in trade and diplomacy. Beard’on homes were sprawling estates of polished stone gilded with gold. They had tall spires adorned with beautiful statues and luxurious gardens with reflecting pools.
The Beard’ons were the most powerful civilization in the world and all the races of Meredia paid them tribute. They were masters of magic and created many strange and wondrous inventions. The Beard’ons possessed a vast army (composed mostly of human slaves) and terrible machines of war. No other nation dared challenge them. Since the dawn of recorded history, the Beard’ons supported their society by enslaving humans captured from the north. They worked as domestics, toiled in the fields and served as soldiers.
While serving as slaves, a few humans learned to manipulate mana by stealing the knowledge from their Beard’on masters. They formed a secret society of arcane humans and planned a rebellion. Agents of this society traveled north into the wild lands where human barbarians still roamed free and recruited them to the rebellion. The human slaves revolted against their Beard'On masters and the free humans of the north swept down in support. Terrible battles were fought. Atrocities were committed on both sides. The Beard'ons sent arcane plagues upon the humans. The humans responded by slaughtering whole cities of Beard'ons.
As the years passed, the conflict became a war of attrition that the Beard’ons were destined to lose. Despite the Beard'ons' magical ability and terrible machines of war, the humans were many times more numerous.
The last battle took place on a plain northwest of the Beard’on First City. It was constructed five thousand years before and was all that remained unconquered of the mighty Beard’on civilization. Here the remnants of the Beard’on military made their final stand, knowing their cause was doomed. The humans sacked the First City, knocking down every stone and carrying them away to build their own cities.
In victory, humanity was cruel. They hunted down the surviving Beard’ons and murdered them. The humans of the time called it retribution, but it was nothing more than genocide. The ruins of the Beard’ons’ wondrous civilization can be found throughout the southern portion of the continent. Occasionally adventurers still stumble on secret caches of Beard’on inventions, treasure troves and long forgotten tombs.
Humanity, freed from the shackles of slavery, entered a period of rapid growth and expansion. The great heros of the revolution united their followers into a loose confederation of Provinces, but attacks from the orcs, klactons and other non-human races seeking to gain footholds in the rich and fertile lands of the central continent forced the provinces to continually aid one another.
In time the ties between these Provinces grew closer and the leaders created the Republic of Humanity where each of the Provinces sent representatives to a ruling body called the Senate. The Republic proved an effective government allowing humanity to prosper despite constant attacks against them. The non-humans grew jealous of human success. They had watched the humans destroy the Beard'ons and gain control of the central continent with its vast mineral wealth, fertile lands and mild climate. They saw the humans as usurpers who sought to replace the Beard'ons as the leaders of the realm.
The klactons and the orcs were the first to attack the humans; they had entered into a secret treaty known as the Butchers Accord. They planned to defeat the humans and divide the Central Continent between them. Both armies were in a race to reach the heart of the Republic and Consul City. Seeing the success of the orcs and klactons, and not wanting those races to gain control of the entire central continent the rakarrins, canarrin and weetles entered into their own agreement and landed an army on the western part of the central continent.
The Republic of Humanity was hard pressed to defend its borders. The human army, though well trained and disciplined, was not large. Most humans did not choose to enter military service and only ended up there as a result of criminal activity or debt. Assaulted from all sides the lands of humanity were falling fast. The leaders of the Republic began conscripting soldiers throughout the land.
His name was Tyrs. He was born in the north and conscripted as a child into the legions. He rose to the rank of centurion and proved himself a very capable soldier. The generals defending Republic City panicked on the field of Cambrous twenty miles south of the capital causing the legions to begin a full rout. Centurion Tyrs appeared on a black horse leading his century forward into the retreat. His soldiers marched in perfect time singing the Battle Hymn of Humanity. Their armor shone in the sun; their gideons flapped in the wind. The army rallied around Tyrs and his legion. He led them to ambush the Klactons as they attempted to ford the river Avarice. The Klactons were caught unprepared. Tyrs slaughtered the Klacton host refusing to accept their surrender. He placed the Klacton heads on stakes along the river Avarice.
After the triumph by the river, the soldiers demanded that Tyrs be made the general of the army and the leaders of the Republic were forced to confirm his appointment. Victory after victory drove the Klactons back into the Southern Sea and made Tyrs the hero of the Empire. As other non-human armies continued to plunder human lands and threaten the capital city, the Senate invested all military authority in Tyrs. Tyrs took up this mantel in his cold calculating manner. He would accept no surrender from the non-humans whose armies had plundered humanity. When he defeated them he slaughtered them and ordered his animators to raise the corpses into undead.
Tyrs’ use of necromantic magic horrified the world. Necromancy was the forbidden dark art - a magic having a corruptive essence. To the world Tyrs was an aberration, to humanity he was their savior. Tyrs researched the ancient Beard’on inventions and applied them to war. Tyrs turned jets of flame used to boil water on enemy soldiers. He used gunpowder in cannons and shot fist sized balls of iron into the massed troop formations of his enemies. Tyrs the Terrible the world called him.
After the non-humans were driven from the continent, Tyrs took the battle across the seas and established colonies in the territories of the non-humans. Tyrs used these lands as a buffer to protect the main continent. The Senate crowned Tyrs Emperor for life in year 1 of the Imperial Calendar, but when Tyrs did not die he became the Eternal Emperor. The first Apostles claimed the Emperor ascended to immortality to be the divine guardian of humanity. Imperial dogma teaches the Empire will endure for as long as Tyrs exists and should he be destroyed so shall humanity.
All those who fought in the defense of the Republic were granted citizenship in the Empire of Tyrs. Citizenship was a reward to those who defended humanity and they were afforded many privileges not available to those who did not serve. Citizens can vote, hold public office and pay no taxes anywhere in the Empire.
The Empire is a melting pot of diverse cultures. The wild lands of the north are homes to barbarian tribes, while the southern parts of the Empire are dotted with peaceful little towns. The great heartland of the Empire contains sprawling cities.
By accident of birth the people in Meredia can be divided into three groups: Arcane, Mundane and Supernatural.
Arcane and Mundane
All people are either born with the ability to manipulate mana, thus being called Arcane, or they are Mundane and do not have this ability. Only Arcanes can learn extraordinary skills. Arcane people can do extraordinary feats, perform rituals and procedures, mix compounds, brew poisons, fashion items, scribe runes, draw glyphs and set traps. They can also cast spells, prayers and powers or learn all the knowledge commonly available to the world. Being Arcane does not allow a person to learn abilities. Mundane people can only perform ordinary feats, set traps and learn the knowledge commonly available to the world. They cannot manipulate mana and therefore cannot use any of the other skills known to the world.
Supernatural
All beings have a certain set of abilities that they can perform which are innate to their physical form. For example, humans can breath air, walk on two legs, manipulate their environment with their hands. These are the abilities of a “normal” human. When people somehow go beyond what they can normally do they are called “supernatural.” For example, if a human gains the ability to fly he is called supernatural. Supernaturals in the world of Meredia include cultists or pagans who have learned abilities and people who have changed into vampyres and wyre-beasts.
The people of the Empire can also be divided into various groups according to their social status within the Empire.
Citizens: Citizens are arcane humans who have served the Empire and are afforded a number of benefits, such as participation in the government and freedom from taxes.
Appointees: Appointees are arcane humans who are serving the Empire as Military or Civilian Appointments.
Non-citizens: Non-citizens are generally mundane humans (about two-third of the population) who work in various lawful jobs throughout the Empire.
Barbarians: Barbarians are humans who live in the wild areas and are not considered “tamed” by the Empire, but nonetheless support the Empire to gain mutual support during attacks by the non-humans and aid during natural catastrophes.
Malefactors: Malefactors are Arcane humans who have forsaken the common good and follow cults or pagan practices (A disappointingly large percentage of the population). The have illegally learned extraordinary skills.
Criminals: Criminals are Mundane and Arcane humans who engage in unlawful occupations.
Non-Imperials: Mundane and arcane non-human visitors to the Empire (a small portion of the population).
People in the Empire practice various occupations. These occupations often denote their social status and can lead to great wealth and promise. Below is a list of occupations common to the Empire. Each occupation requires a person to learn all of the listed skills before they can declare themselves a member of that occupation.
People practicing an occupation are not limited to only these skills. The listed skills represent the “core” of the occupation that all members must know. For example, a Legionnaire must initially learn critical strike I-II, parry I-II, military knowledge and the polish armor ritual, but provided they learn these skills they can learn any weapon style or other skills they desire. Some Legionaires prefer to specialize in blunt weapons that break limbs, while others prefer slicing weapons.
There is no limit to the number of occupations that a person can follow during their lives. However, Military and Civilian Appointees may not practice occupations in the other category until they retire from one after a successful completion of their duties. Provided a person is an Appointee or Citizen they are allowed to learn any skills they desire. If a person is a non-citizen they cannot legally learn extraordinary skills and doing so will subject them to punishment. Extraordinary skills are marked in italics. Mundane persons cannot learn extraordinary skills and will only have a limited number of ordinary skills available to them.
Citizenship is an honor reserved for those who swear an oath to serve the empire. All persons seeking citizenship must serve the Empire as an Imperial Appointee for the required number of years. Military appointees serve three years, while civilian appointees serve for five years. After performing this duty, the Imperial Appointee’s citizenship is confirmed and he may at any time thereafter retire from service. Only confirmed citizens can serve as Senators, Governors, Justicons or Generals. All citizens must be arcane. Historically, it was the Arcanes who rose up to lead the rebellion. Being arcane gives citizens access to power that may be used to defend the Empire.
These individuals are part of the Imperial Military Command. They answer to the Emperor and the local Governors of the area in which they reside. During their induction into service all Military Appointees are given a permanently enchanted weapon to use to defend the Empire. The rationale is that these weapons will save the Empire tremendous amounts of powder to enhance they weapons for use against the enemies of the Empire. Possession of an permanently enchanted weapon by any person (citizen or otherwise) who is not an Imperial Military Appointee or retired from the military is unlawful without written authorization from the Emperor. The weapons are forged in the Imperial City by Artificers who specialize in the creation of artifacts, gadgets and other magics or technologies.
Military Appointees support the Emperor and must follow the orders of the Governor or local General. They understand the need for discipline and realize the fragmentation of the Empire means doom for the human race. Military Appointees must complete three years of service before they may retire with the rights of a confirmed citizen. They may serve as Councilors on local democratic bodies (colonies, cities and towns) while serving their appointment. After being confirmed as citizens they may serve as Senators, Governors, Generals or Provincial Councilors.
Most Military Appointee belong to a military unit called a Century. A Century is composed of 100 mundane soldiers, led by a Centurion who is the highest ranking Military Appointee in the Century. The Century is supported by a host of other Military Appointees. All members of the Century report directly to their Centurion and the Centurion reports to the closest Governor. Occasionally, Military Appointees will be assigned to a small unit to complete various missions, or even less commonly sent out as individuals for a specific mission. Smaller units or independently operating Military Appointees report directly to the closest Governor.
All Military Appointees must fulfill their full term of service. Desertion is considered one of the worst crimes and Appointees found guilty without mitigating circumstances are generally obliterated. Failure to follow orders can mean death or worse.
Apostles bless the troops and provide religious guidance to the century. Apostles generally portray the Emperor as a divine entity and create a faith for members of the century to worship. Apostles train with weapons and learn ritual magic to augment the century. Every century has one Apostle.
Feats: willpower I
Knowledge: bandage, pray, spiritsense, theology, weapon
Prayers: banish, command spirit, dispel
Rituals: divine baptism, divine mass, weapon (spiritual), summon devout
Animators raise the dead to reinforce the century. Every citizen and appointee pledges his body and soul to the preservation of the Empire and the protection of humanity. Every century has one animator. Animators are not allowed to leave the Imperial Military or become confirmed citizens. When an animator’s enlistment ends, the animator retires to a remote mansion where they are cared for at the Emperor’s expense until they die. The raising of corpses by anyone other than an Animator in military service is prohibited by law and carries a sentence of obliteration. Sometimes Animators will go renegade especially after they have spent a few years in the boredom of retirement.
Feats: parry I, willpower I
Knowledge: bandage, climb I, embalm, fatal blow, forensics, military, pray, occult, spiritsense, theology, weapon
Rituals: bone, ground (raising), raise corpse, undead visage
Spells: command spirit, command undead, raise undead I
Assassins murder in support of the Century. They are clandestine operatives trained to operate under a variety of conditions. Every century has one Assassin.
Feats: assassination I, elude I, parry I, pursue I, surprise strike I, waylay I
Knowledge: balance, bandage, climb I, fatal blow, leap, pick locks, rumors, splint, swim I, throw, weapon
Rituals: stealth games
Captains are military leaders trained to sail ships on the sea or in the sky. They command a ships complement of sailors and various other supporting Military Appointees. All captains are part of the Imperial Navy and have complete control over their ship. They are responsible to Governors in the local area when on a coastal assignment or to Imperial Admirals who command the navy. Captains will design specific symbols for their ships and uniforms for their crews.
Feats: parry I, willpower I
Knowledge: balance, bandage, climb I, fatal blow, military, navigate, splint, swim I, throw, weapon
Rituals: heraldic induction, heraldic uniform, review engagement
Centurions lead units called Centuries that have up to 100 mundane soldiers and various other supporting Military Appointees. Most centurion train to lead troops in combat on land and are part of the Imperial Army. They are responsible to Governors in the local area or if part of a larger force they answer directly to the general of their assigned army. Centuries will design specific symbols for their centuries and uniforms for their soldiers.
Feats: parry I, willpower I
Knowledge: bandage, climb I, fatal blow, military, navigation, swim I, throw, weapon, wear armor I
Rituals: heraldic induction, heraldic uniform, review engagement
Destroyers are battle mages who specialize in magic that causes damage, injury and death. Every century has at least one destroyer.
Feats: negate I, recover I
Knowledge: bandage, climb I, fatal blow, occult, spiritsense, swim I, weapon
Rituals: dispel magic, invocations
Spells: dispel, missiles, disintegrate
The enhancer specializes in military enchantments. Every century has at least one enhancer.
Feats: negate I, willpower I
Knowledge: appraise, bandage, occult, spiritsense, weapon
Rituals: dispel magic, misdirect, proof (projectile), weapon (elemental)
Spells: banish, disenchant, sense magic
Forgers fashion weapons, armor and shields for the soldiers by using the force of mana. Every century has at least 1 forger who will often supervise a complement of mundane smiths.
Fashioning: fashioning I-II
Feats: parry I, strength I-II
Knowledge: bandage, biology, climb I, fatal blow, geology, repair, swim I, weapon
Rituals: enchant item, repair item, weapon (sharp)
Legionnaires train the rank and file mundane soldiers of the Century. Veteran legionaries are some of the most powerful fighting men in the world. A legionnaire must follow the orders of the centurion who is his direct superior.
Feats: critical strike I, parry I-II, strength I, willpower I
Knowledge: bandage, climb I, fatal blow, military, rumors, splint, swim I, weapon, wear armor I
Rituals: marching, polish armor
Restorers train in the arts of magical healing. They can heal wounds and restore the dead to life. The greatest adepts can spiritquest. Every century has at least one Restorer.
Feats: willpower I
Knowledge: bandage, fatal blow, medicine, spiritsense, splint, weapon
Rituals: ground (healing), restoration, spiritquest
Spells: heal
Scouts lead the mundane soldiers assigned to the reconnaissance unity within the century. They are experts at stealthy movement. There is at least one scout for each century.
Feats: elude I, pursue I, waylay I
Knowledge: bandage, climb I, disarm trap, fatal blow, leap, navigation, splint, spiritsense, survival, swim I, throw, tracking, weapon
Rituals: perimeter, stealth games
Traps: traps I
These are citizens who support the Senate and the local democratic governing body. They are part of the bureaucratic infrastructure that allows the Empire to function. Civilian Appointees must complete five years of service before they may retire with the rights of a full citizen. They may serve as Councilors on local democratic councils (colonies, cities and towns) while serving their appointment. After being confirmed as citizens they may serve as Senators, Governors or Provincial Councilors. They are directly responsible to the closest democratic body that governs the area in which they reside. The locale ruling body has authority to require Civilian Appointees to perform any service to the community they deem necessary for the betterment of the community. Civilian Appointees do not receive a permanently enhanced weapon, they are not considered part of the military and the Governor has no power to order Civilian Appointees.
Apothecaries mix and brew magical compounds and poisons. Their knowledge of the interaction of chemicals on body processes is astounding.
Compounds: liquids I, pastes I, vials I
Feats: willpower I
Knowledge: bandage, biology, chemistry, detect poison, geology, spiritsense, throw, weapon
Poisons: poisons I
Procedures: preservation, restoration, purify blood
Barristers are courtroom advocates who prosecute and defend accused criminals or represent clients in non-criminal matters within the Imperial Court system. Trained Barristers are the only persons allowed to interpret Imperial Law and serve in judicial positions or represent clients in the Imperial Court. Interpreting laws by non-barristers is a crime. Barristers train to be masters of manipulation. Some pursue justice and right, while others seek only to accrue greater wealth.
Feats: conceal I, willpower I
Knowledge: appraise, law, performance, politics, rumors, spiritsense, weapon
Spells: amnesia, emotion
Beast Binders are naturalists who seek to understand the wild world and are hunters of vicious arcane beasts. They travel the Empire and the fringes of civilization protecting threatened communities and attempting to command nature when it rampages out of control.
Feats: parry I
Knowledge: bandage, biology, climb I, forestcraft, meditate, leap, navigation, splint, survival, swim I, tracking, weapon
Powers: command mammal
Demonologists hunt and destroy demons that form in the world of Meredia. They are experts in the occult and well practiced in cleansing haunted areas.
Feats: negate I, parry I, willpower I
Knowledge: bandage, climb I, occult, theology, spiritsense, splint, swim I, weapon
Rituals: dispel magics, return, weapon (spiritual)
Spells: banish
The dreamwalker communicates over long distances by sending dreams to others. They are paid by persons to send correspondences that cannot be trusted to Imperial mail services.
Feats: willpower I
Knowledge: bandage, enigmas, meditate, occult, psychology, spiritsense, splint, weapon
Rituals: curse, dreamsending, talisman
Spells: banish
Enchanters are mages that specialize in placing helpful magics on people and items. They are sought after by adventures and explorers.
Feats: negate I, willpower I
Knowledge: appraise, bandage, occult, spiritsense, weapon
Rituals: dispel magic, misdirect, utilities, wand
Spells: banish, disenchant, sense magic
Elementalists are mages that specialize in manipulating the four worldly elements of fire, water, air and earth.
Feats: negate I, parry I, willpower I
Knowledge: appraise, bandage, geology, spiritsense, weapon
Rituals: summon elemental, weapon (elemental)
Spells: command elemental, elemental damage (flare, frost shards or shock), missiles
Explorers press civilization into the deep wilderness and unchartered areas of the world. They seek out new mineral wealth, undiscovered fertile lands and old ruins. They lead settlers into these areas and help to establish colonies for the Empire.
Feats: parry I, strength I, willpower I
Knowledge: bandage, climb I, disarm traps, geology, history, leap, navigation, pick locks, rumors, spiritsense, splint, swim I, survival, throw, tracking, weapon
Rituals: bridge, scry
The healer uses magic to heal wounds and injury. Magical treatments are very expensive and the average person goes to mundane doctors for treatment. Healers are some of the richest people in the realm. They literally hold of power of life and death in their hands.
Feats: willpower I
Knowledge: bandage, biology, climb I, medicine, spiritsense, splint, weapon
Rituals: restoration, return, spiritquest
Tournament knights compete in the tournament circuit, which starts as soon as the spring rains end and lasts until the harvest. The tournaments are gala affairs in which the knights compete in jousting, archery and grand melees. Some knights outfit themselves, but many are supported by wealthy patrons. Knightly tournaments are the entertainment of the wealthy.
Feats: critical strike I, parry I-II, willpower I
Knowledge: bandage, climb I, politics, splint, throw, weapon, wear armor I
Rituals: polish armor, tournament, weapon (sharp)
Questing Knights are paid by wealthy patrons to undertake certain quests. They often travel great distances to compete the tasks assigned to them, which can be as varied as slaying a dragon or rescuing a princess.
Feats: critical strike I, parry I-II, willpower I
Knowledge: bandage, climb I, navigation, splint, swim I, tracking, throw, weapon, wear armor I
Rituals: polish armor, weapon (sharp)
Necrologists study the tides of dark magic that flow through the realm. They also hunt and destroy the undead spawned by these energies. The magical world of Meredia is plagued by corpses that rise of their own accord and the necrologists are working to end this scourge. Necrologists do not learn necromantic magic, because they understand that learning the black art will eventually corrupt them. Their goal to prevent the corruption of the world and reestablish the natural order to prevent a necromantic Armageddon that may occur if the violence in the world continues. Necrologists sometimes specialize in the hunting and destruction of one form of undead.
Feats: negate I, parry I, willpower I
Knowledge: bandage, climb I, embalm, forensics, occult, study, spiritsense, splint, swim I, weapon
Rituals: dispel magic, return, weapon (spiritual)
Spells: banish, command spirit, destroy undead
Obliterators work for the Imperial Court. Their sole task is to destroy the spirits of criminals punished by the Imperial Court. They often travel with Imperial Judges. Obliterators can only perform obliterations with a Writ of Authorization from the Emperor. Only Obliterators may learn the skill Obliterate, others with the skill are sent to the Void.
Feats: willpower I
Knowledge: astronomy, bandage, biology, climb I, crime, embalm, fatal blow, investigation, law, pray, sense aura, spiritsense, theology, weapon
Rituals: deform, eulogy, obliteration, requiem
Prays: command spirit, damnation
Reverends are allowed to create their own faiths in the Empire. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed.
Feats: recover I, willpower I
Knowledge: appraise, bandage, theology, spiritsense, splint, weapon
Prayers: banish, bless, command spirit, dispel
Rituals: devotions, divine baptism, divine mass, divine shrine, weapon (spiritual)
Scriveners write and copy imperial documents. They specialize in scripting runes of protection and drawing powerful glyphs.
Feats: parry I, willpower I
Glyphs: glyphs I
Knowledge: bandage, fine arts, literature, weapon
Rituals: rune stone, runic inscription, runic pendant
Runes: rune I
Seers specialize in divination and scrying. They are often consulted before any important decision can be made.
Feats: willpower I
Knowledge: astronomy, bandage, history, occult, spirit sense, theology, weapon
Rituals: seance, scry
A summoner specializes in the conjuration of magic beings.
Feats: negate I, willpower I
Knowledge: astronomy, bandage, climb I, occult, spiritsense, study, swim I, weapon
Rituals: conjure attendant spirits, creation circle, dispel magic, summon elemental
Spells: banish
Troubadours are Imperial Entertainers. They are proficient jugglers and acrobats who are trained in songs and oral histories of the Empire. The have ballads that produce magical effects.
Ballads: ballads I
Feats: parry I, willpower I
Knowledge: appraise, fine arts, performance, rumors, spiritsense, throw, weapon
Rituals: dirge, storytelling
Non-Citizens are freemen who choose not to serve the Empire as Imperial Appointees or who are unable to serve because they are not arcane. Not every person can meet the requirements of citizenship, but they can lead very successful and prosperous lives within the Empire. Non-citizens are not allowed to learn or practice arcane skills even if they are capable (because they are arcane). Learning and practicing arcane skills illegally is called Malefaction. Non-citizens found knowing arcane skills are generally obliterated, but some provinces and localities have Malefactors deformed by soul scarred the letter "A" on their right cheek. This identifies them as an arcane non-citizen. Some remote places just strip them of everything they have and run them out of town.
There are unlimited ways for people to make their way in the Empire of Tyrs. These are only a few of the lawful occupations that have been practiced.
Begging is allowed throughout the Empire, but Beggars are arguably the lowest class of non-citizens. Some localities establish beg-free areas of the city.
Feats: elude I
Knowledge: appraise, bandage, crime, fatal blow, rumors, throw, weapon
Bounty hunters apprehend fugitives from the Imperial Courts. They are paid when they bring the accused in for trial. Bounty Hunters follow their own code of conduct within Imperial Law.
Feats: parry I, pursue I, waylay I
Knowledge: appraise, bandage, crime, fatal blow, rumors, spiritsense, throw, tracking, weapon
Doctors care for the sick using mundane medicine and surgical practices. There are not many hospitals and clinics in the Empire as healers generally control the practice of medicine in the large cities. Most doctors are country physicians practicing medicine in small towns. They often have to travel to remote places to treat the sick and injured.
Feats: willpower I
Knowledge: bandage, biology, climb I, fatal blow, medicine, splint, swim I, surgery, weapon
Farmers earn their living through agriculture. A large majority of non-citizens practice this occupation. Most farmers work communal properties or the properties of a wealthy citizen, but there are a fair number of old farming families that own vast estates with hundreds slaves.
Knowledge: astronomy, bandage, biology, climb I, geology, swim I, weapon
Gladiators fight in local games for the entertainment of the common people. They are often cruel, bloody spectacles, where non-humans are fed to arcane beasts as pre-shows and men and women fight to the death at the bequest of chanting crowds. A few great fighters have become known throughout the Empire, but most meet tragic ends in the pursuit of glory.
Feats: critical strike I, parry I-II, strength I
Knowledge: appraise, bandage, brawling I-II, climb I, fatal blow, splint, swim I, throw, weapon, wear armor I
Herders care for domesticated animals. Most herders work for wealthy citizens, but there are a few independent operations in the more remote areas.
Knowledge: appraise, bandage, biology, climb I, splint, swim I, weapon
Laborers are those who perform heavy work such as harvesting, logging, masonry and so forth. They comprise the largest majority of the population.
Feats: strength I-II
Knowledge: balance, bandage, brawling I, climb I, rumors, splint, swim I, weapon
Every town in the Empire needs a money changer whose responsibility it is to convert various coins of the realm into acceptable local currency. Money Changers do not print money or strike coins, but they may act as a banker and change-maker. If he is unscrupulous he may also act as a money-shaver or counterfeiter.
Feats: willpower I
Knowledge: appraise, forgery, mathematics, rumors, weapon
The mortician cares for the dead and in a world where the dead rise spontaneously this job is extremely important. The mortician embalms the body to ensure the dead does not rise. They also cosmetically prepares bodies to be displayed for funerals. Many Morticians go on to gain appointments to the Imperial Military as Animators.
Knowledge: bandage, biology, chemistry, embalm, fatal blow, forensics, spiritsense, theology, weapon
Privateers are a non-military ship captains who are issued a Letter of Marque from the Empire and are allowed to attack non-human or pirate ships for profit. The rest of the world sees them as no different from pirates. Many humans see them as heros protecting the Empires economic supremacy.
Feats: critical strike I, parry I
Knowledge: appraise, balance, bandage, bindings, climb I, crime, fatal blow, navigate, rumors, swim I, vehicle (ship), weapon
Merchants earns a living through trade. Some own stores where customers purchase their wares, but other merchants travel in caravans from town to town selling items.
As lawlessness becomes more common in the Empire of Tyrs the life of a merchant is increasingly risky. Merchants have to learn how to defend themselves.
Feats: willpower I
Knowledge: appraise, bandage, crime, forgery, navigation, weapons
Rat Catchers patrol the streets and sewers of Imperial cities and larger towns hunting rats and other vermin. In the Empire rats of all sizes are a major problem. They carry all sorts of disease, and some can be as big as a man. Keeping the rat population down to a manageable level is a constant struggle for the rat catcher.
Feats: elude I, parry I, pursue I
Knowledge: appraise, bandage, biology, climb I, crime, fatal blow, swim I, tracking, weapons
Sailors serve on imperial ships. Sea sailors are often recruited by impressment from coastal towns. Sky sailors are chosen from the best recruits in the Imperial Navy. Sailors are trained on ship.
Feats: critical strike I, parry I
Knowledge: appraise, balance, bandage, bindings, climb I, fatal blow, throw, swim I, vehicle (ship), weapon
Scholars are the keepers of the knowledge of the Empire. They are the caretakers of the Imperial Libraries, the researchers and the writers of history.
Feats: willpower I
Knowledge: appraise, astronomy, biology, chemistry, enigmas, fine arts, gaming, history, mathematics, literature, theology
Soldiers fight in the imperial legions. They are often conscripted and placed into centuries befitting their character and ability.
Feats: critical strike I, parry I
Knowledge: bandage, brawling I, climb I, fatal blow, military, swim I, throw, weapon, wear armor I
Spies are paid informants. They are generally household servants, military personnel or government administrators, but occasionally a flamboyant figure becomes an unlikely spy. Spies need to learn a unique set of athletic skills, how to climb up walls to listen at windows or to sneak across moats.
Feats: elude I, parry I, willpower I
Knowledge: balance, bandage, climb I, fatal blow, forgery, leap, rumors, pick locks, swim I, weapon
In every society there are criminals, revolutionaries and desperate people, but on the fringes of the Empire crime and subversion are commonplace.
Brigands rob travelers along the highways of the Empire. Most brigands form into bands and follow a brigand leader. In the wilder areas of the Empire some of these bands can have three or four score members and often require an imperial legion to defeat them.
Feats: critical strike I, parry I, waylay I
Knowledge: appraise, bandage, climb I, crime, rumors, swim I, throw, tracking, weapon


