Empire, The Kingdom of the God-King

A kingdom is a people ruled by a king. I break that definition into five elements:

1. A kingdom has a king.

2. A kingdom has a king who rules or who exercises power.

3. A kingdom has a king who rules a people.

4. Kings rule by way of a law.

5. Kings establish their rule in a place (land).

Civilization Type:

Borderline II

Tech Level:

11

Technological Progression:

Retarded.

Political Information:

Form of Government:

Theocratic absolute monarchy/autocracy

Societal Information:

Capital:

Citadel Celes, in the nation of Celes, on the throne world of Caspia (Old Earth), located in the Tainted Cosmos dimension in the galaxy formerly known as the Milky Way.

Official Language:

Various.

Currency:

Various

State Religion:

Caspianism

Flag:

The right-facing crescent moon in all its variations.

State Anthem:

“Tripudio Dementis"

Kingdom Holdings

The Kingdom on a whole could be considered a type borderline type II, according to Kardashev scale of civilization. Individually, very few of the worlds that make up its holdings have made it anywhere close to transcending type 0 status.

In their native dimension and solar system its throne world, the foundation for a type 1 civilization has been developed, including a solar array has been constructed on its sun's surface to harness and manage its energy. Inroads have been made to distant solar systems, and the colonization of a galactic arm has been mapped out.

Then there is the God-King himself. Individually, he could be considered a solid type I or II all by himself, but since the upper limits of his power have never been tested, he could well be bordering on type III and beyond. He is well known for expending incredible amounts of energy to alter and destroy matter, as well as temporarily suspend physical laws in a localized region of space, vaster than the circuits of stars.

It is by this power and matchless cunning that allows them to compete with civilizations III and beyond. An enemy that attempts to judge and define him inferior through the smallness of his territory or troop levels is making a grave error.

The God-King has conquered and subjugated an unspecified number of worlds and dimensions, ranging from little taffy-pull realms with a few thousand inhabitants, to planets larger and more populous than old Earth. Characteristic of this conquest is the upheaval of civilization, death tolls on a global scale, and the unleashing of many monstrous exotic species. In addition he has many outposts and scouting operations in place.

Among these holdings include:

Broadly speaking, Caspian divides his holding into four types:

Imperial Worlds:

Doom Worlds: Sadly, this is the fate of most worlds that Caspian touches, with worlds ranging from dinosaur-infested jungles, to ones with deserted cities filled with the bones of their former inhabitants. Adventurers might be able to find surviving treasures in the rubble. On least three worlds, Caspian has used a deadly pathogen to exterminate the entire population.

Savage Worlds:

Shrine Worlds:

Modes of Conquest:

Selection

To outsiders, Caspian and his armies appear to be chaotic force, almost elemental in their conquests. They appear to endlessly move from dimension to dimension, planet to planet and from place to place, following Caspian's unfathomable whims. Some worlds and cultures are showered with gifts, others are ignored for other worlds, some have had their cultures and governments shaken to the core and replaced with one resembling that of the Imperium on Caspia, but most have had their populations exterminated or displaced, and nature allowed to reclaim the planet. More strangely is that sometimes such planets have had their treasuries looted and other times the planet and all its resources have been left untouched with the exception of the populace slain, displaced or annihilated.

Just like his methods, his means of choosing which worlds to invade and conquer are also seemingly random. Even with a great deal of hindsight and infinite patience, dozens of seemingly random invasions over the course of centuries have yet to reveal a pattern. Even Qualtana scholars and strategists who have spent lifetimes trying to unravel the greater meaning behind the God-King's actions have been left baffled. Why would one particular insignificant world be singled out, while others of much greater strategic value be ignored?

Reconnaissance

Weakening and Infiltration:

Invasion:

Transcension:

Population

Government

The Kingdom could be considered a very loose federation with diverse laws and cultures, with the only unifying force being the ruler-ship of the God-King. Even the manner in which the God-King enforces his rule can differ significantly depending on the culture and settlement.

Even though they use titles like Lord and Viceroy, the hierarchy is best compared to a military ranking system instead of class-based nobility, with junior officers theoretically obeying their masters unquestioningly, and having total authority over their inferiors. In fact, all of society operates on a militaristic caste system. The higher one is in the caste, the more powerful the individual. Position, favor and rank are usually based on relative level of power. The more powerful and respect the individual has, the greater the level of power, personal freedom, and responsibility bestowed upon them. Each is allowed to rise to his own level of competence and no further, which explains why, as one goes higher up in the hierarchy, the number of individuals shrinks almost geometrically. Those in powerful positions are loath to promote any underlings in such a way that might make them one day surpass their superiors. Most advancement occurs through vacancies in the order, or through challenge of superiors. Advancement through vacancies means simply waiting for those above the individual in rank to advance or die. When this occurs the next one in line will fill the vacancy. As a result, advancement slows to a crawl in the upper ranks. Lower-ranked underlings are expected to know this and accept it as the natural manner of things. For those whose ambition exceeds their grasp, it can be stifling, but those who have earned their superior’s favor have great freedom and power. In all cases, one is expected to be classically polite to those above them, dreaming of one day being dominant to them, and rule their minions as they were once ruled. It remains permissible, of course, to disdain and feel superior to those who rank below the person above. Contempt for one's inferiors provides a healthy substitute for dangerous ambition.

In general, the highest rank in each empire, domain, world is the title of Viceroy.

The politics of the Celestial court are complex and ill-understood by mortals. The basic structure is again feudal, but the God-King does not order his court into a rigid hierarchy; not wanting to hinder their effectiveness with an enormous list of procedures of chains of command. He counts the twenty Great Ones in the manner of vassals, but each ranks themselves in different ways, which, when combined with their penchant for multiple names, makes keeping track of the hierarchy quite difficult.

There is an unspoken understanding that might makes right, an age-old adage by which all live and function. The strong command and rule over the weak, and one attains power through loyalty to one’s superiors and performance. Thus, even small units of soldiers operate more like a wolf-pack than a true team or fighting unit, with the strongest to the weakest representing the structure of the pack or unit. Also like a wolf pack, once the power structure and caste positions within the pack have been established, they are expected to be followed.

Rule through brute force, intimidation and fear are accepted means of enforcing order and the laws of the land. Questioning or challenging leadership or positions higher than one's own often results in swift, punishing reprisal.

Within the ranks themselves, there are many subtle lines of power that a lesser must never cross - unless one can get away with murder and leave no witnesses behind. Any who break the chain of command—either by defying orders or by reporting to a superior other than the one directly above him—is regarded with suspicion and distaste. Such a transgression is usually accompanied by a formal loss of status that results in a lower position on the chain of command. Such a demotion may not occur if superiors dispute with each other over the issue at hand and a majority of their squad don’t strongly side with either one of them. Persistent breakers of the hierarchy, however, are cast out or even slain in accidents that everyone knows were not accidents at all.

Signs of favor or disfavor are very important. If a higher-up shows publicly that he is pleased with a junior one, it results in an immediate rise in prestige. This is usually signified by a piece of jewelry or a weapon as a gift from the senior, to show that the junior one is currently in favor.

This hierarchy isn't an official ranking system, yet all the citizens of the Kingdom adhere to it as an unspoken rule.

The God-King:

Caspian is the reigning monarch and deity of the Kingdom, and his rule is beyond question.

The God-King is no public servant to his people, he is the absolute master of them, to the point that in effect all citizens of the Kingdom could be considered his personal slaves. When brought into account, the citizens have no rights and are not given any credit for having thoughts worth suffering audience to. His words are never to be doubted, questioned or defied. Caspian owes nothing to his subjects; he need not give speeches or make appeals to them, unless he so desires. He need not even offer his protection or provide them with sustenance unless he so desires. In the Kingdom, there is no parliament, no congressional body to limit his authority. There is no system of checks and balances in place to regulate his power, because to quote the God-King, "He is power." All inhabitants live by this credo, and what would be considered legal and socially acceptable resistance to a ruler's dictates elsewhere would be viewed as treason, heresy and blasphemy here. He does as he pleases to whomever he pleases. Any who dare question him, speak out against his rule or are suspected of being his enemies are beaten or otherwise subjected to cruelties, but usually allowed to live. It is a dangerous faux pas for a citizen to look directly at Caspian (or one of his Great Ones) or speak out of turn. Any who fail to give Caspian the respect he commands are usually immediately imprisoned if they are fortunate, if they are not they usually slain on the spot.

Whether it is out of necessity, tradition or pleasure, in spite of his absolute authority he does retain the trappings of a royal court in his Citadel on a semi-regular basis. Every ten years, the current Viceroys are required to journey to Celes to personally present their tribute and taxes on this date. It is during this time that Caspian himself holds court for those nobles who wish to improve their standing or issue (often carefully phrased) complaints. Also when the need arises he summons together his court of Vandaliers and Queens to discuss an important matter.

The Great Ones

Most mortals in the Kingdom will respond to a Vandalier or Queen as though they were a king, and most worship one Great One or another as a patron deity. There is also an aspect of fear evident in their intense respect. Most will exhibit absolute awe and what can only be described as sacred reverence towards Great Ones. Statuary and art depicting Great Ones can be found throughout most Imperial cities. Most will not attack or provoke a Great One unless commanded to do so by Caspian himself or in self defense. In regards to self defense, most would prefer to run away, if that option is available. Great Ones are so feared and revered that most low- to mid-level characters (levels 1-6) will suffer the following penalties: reduce the number of melee attacks, bonuses and saving throws vs magick by half!

Religion

Caspianism is the state religion of the Kingdom and the only organized church permitted to act freely and openly. It is the largest religion of the current era, perhaps the largest in all of humankind’s history, and its churches, cathedrals, shrines and temples can be found worldwide. All other gods are viewed as imaginary and all other religions, churches and organizations are inferior blasphemies. The official position of most civilizations is that those who worship false gods should be either turned to the veneration of the God-King or suffer at the hands of his minions, as well unnatural plagues, disasters, persecution, and poverty. Their plight must continue until they submit or perish. The actual enforcement of this view typically means the simple removal of protection from those other faiths by the local government. Other faiths and lone idolaters of the old religions that still skulk through the recesses of the cities must evade the watchful eyes of the constabulary, faithful servants of the God-King, and citizens of the Imperium alike. A new church that opens on the corner can expect to receive a visit by a ordained Cleric and be put to the question. All other churches and faiths are illegal and will be swiftly crushed if they should be found by authorities. Any who dare speak out against Caspian or are suspected of being his enemies are corrected (beaten or otherwise subjected to cruelties) but are otherwise allowed to live. Proselytizing of other religions is strictly prohibited. Some of the more "enlightened" societies have classified disloyalty/disbelief in the God-King as a mental illness and such individuals are kept hospitalized until the "poor souls" can recover their wits.

The sect of the God-King goes beyond the "cults of personality" found in previous ages or even the imperial cults of those ages. Caspian is not a representative of distant gods nor ancestor to spirits, he is not descended from deities nor ascribed vague spiritual attributes and authority. He is literally the god that walks among his subjects and followers, and there is no greater force in people’s lives than he.

 

While some cultures believe in spirits and other mythical figures, all acknowledge Caspian as an extremely powerful deity, rightful ruler of all humankind, and the perfect being. All are expected to obey him and his servants. They must show submission, reverence and respect to all who directly serve him. To do otherwise is to invite deadly persecution.

While all subjects of the Kingdom offer worship to the God-King, the manner in which they do so varies enormously from one culture to the next. So vast are the God-King’s domains and so varied his peoples that most share only the smallest amount of common cultural ground. The roots of this knowledge is difficult to trace. There are enormous different varieties of sects, cults, churches, and forms of worship, all falling under the banner of Caspianism; the official religion of the Imperium. Worship ranges from simple acknowledgment to blood sacrifices (a practice which Caspian personally finds distasteful, but is allowed because it venerates him and reinforces loyalty). There are nations where priests cast living human sacrifices into the throats of volcanoes, believing that the God-King dwells in the fiery depths and the victims will become his favored servants. Other believers hold that the God-King resides at the burning heart of the sun, which only their constant veneration guarantees will rise above the horizon each dawn. Others know something of the truth—that Caspian rules from his throne in Celes—but even among these, there are countless variations in the forms and styles of worship. The most common usually involves kneeling down and in some cases it requires placing one's head to the floor as an expression of subservience to the King and God. It can also include many hymns of extravagant praise and glorification directed toward the worshiped by the obeisant.

Almost all variants of Caspianism is tolerated by priests, but all worship of the God-King must comply with certain values including, but not limited to: unquestioning loyalty to Celes and the Viceroys it appoints, belief in Caspian's ultimate divinity as well as those of his servants, and conscious contributions to the Kingdom's overall well-being. Membership in the church is not mandatory, but strongly and sometimes forcefully encouraged.

History

A Legacy of Decadence and Corruption

Unlike the ordered, diversified, and utilitarian domains of Tyneras, the collection of worlds that Caspian has claimed would at first appear to be a chaotic mess. To any outsider, the Kingdom would be at first glance, a place of decadence, injustice, slavery, cruelty, savagery, violence and black magic; all ruled by an entrenched caste of corrupt deities who seem to care more about abusing their power than running things. One may wonder just how they managed to traverse dimensions as well as time and space, conquering whole worlds.

The story is very different when one is a citizen of the realm.

The history of the Kingdom does resemble a terrible pageant of war and death, conquest and suffering, but then the history of any given world could be called that.

Foreign Relations:

Tools and Resources of the Kingdom

Cultists: The weakest of the Kingdom's forces include the laymen militias and cultists.

Cultists are often the first to be encountered, as they are the usually the first sign before the Kingdom invades a world in first. They must learn about a people and the world's defenses, and typically recruit additional followers from the natives to act as sources of information and be fifth columnists. As the Kingdom focuses its attention on that particular world, cults tend to grow in size and strength. More and more of the cult leaders and/or higher ranking members may display supernatural abilities, and may even become Paragons if making them such increases their usefulness to the God-King's plans for that world. In secret they may conduct summoning rituals to bring more and more minions into their dimension.

Paragon Troops:

Servitors: The true power of the Kingdom lays in the personal power of its inhabitants and armed forces. Chief amongst these are the matchless, robotic beings known as Servitors. Collectively, they could be considered the field artillery and attack craft of the Kingdom. Normally holding guard duty, the Kingdom could muster hundreds of thousands of these beings, forming armies to launch against enemy settlements, and even a few dozen of the most powerful could conquer, pacify or destroy a city, while the weaker ones could serve as scouts, foot soldiers, messengers and recruiters for the Kingdom. While capable of complex tasks, Servitors don't adapt to surprises very well. On the other hand, being robotic in intelligence, they do not question orders, do not falter in their duties, they do not fear. Armed with metal bodies, enchanted weapons, and magical powers, they alone are usually enough to bring a world to its knees.

Outworlders:

Common People:

Beasts of War:

Kaiju:

Allies, Sympathizers, and Fifth Columnists:

Great Ones: Great Ones are among the most powerful and dangerous of all the Kingdom's servants, either working behind the scenes or battling on the front lines. They are the movers and shakers -- the masterminds of the Kingdom, and the Tainted Cosmos is their playing fields. These malignant lords and ladies command a host of cultists, Paragons, and Servitors as well as manipulate human servants and pawns in elaborate schemes, games and wars between themselves and to advance the agenda of their master.

Caspian Himself:

The key to the Kingdom's victories is, ultimately, Caspian's personal powers. They made his first conquests possible, and grant that power to others, which in turn allowed him to build his empire.

Technology:

it’s difficult for outsiders to determine where Kingdom technology ends and Kingdom enchanted items begin — in fact, it’s not entirely clear that they distinguish between “magic” and “technology” the way  most others do.