Chaos Empire

"Power and conquest."

Overview

The Chaos Empire, a gargantuan stratocratic autocracy, extends its influence across the continent of Praetoria and significant portions of the neighboring lands. From its roots as the Chaos Legion, it grew its boundaries by sweeping through the Splinterlands and numerous other realms, consuming their cultures, species, and races into its colossal war machine.

Contrary to its moniker, the Chaos Empire is a beacon of discipline and order. From its proxy governance to its elaborate supply chains, it thrives on a highly organized system. The empire's structure enables efficient operations, dispelling the myth of it being an unruly horde.

Governance

Ascendency

The Ascendency serves as the centralized government of the Chaos Empire. It facilitates matters of governance and is organized as follows:

  • The Ascendancy is headed by Silus of the Rift, who exercises oppressive, absolute power and authority over all matters of governance, the military, and civil affairs.

  • Mantaroth is second only to Silus of the Rift.

  • General Alvar Veralyn heads the military’s legions.

  • High Magus Obin Anvaras heads the time mages of the Anachron.

  • High Magus Pem Semalek heads the magic users of the Paragon.

  • The dark god Uul holds great influence over the Chaos Empire, and the realms conquered prior to the Splinterlands were sacrificed as tribute to sate its gluttonous appetite. However, the exact nature of the relationship between Silus of the Rift and Uul remains an enigma.

Kalamenty System

Under the Kalamenty System, the Chaos Empire is governed from thirteen decentralized provinces known as kalamenties, each administered by its own military command and staff.

On Praetoria:

  • Ongonaur, located in the Pristine Northwest, with its capital in New Dawn.

  • Tokathyera, located in the Broken Lands, with its capital in Wilhelmdale.

  • Tokatag, located in the Land of Prosperity, with its capital in Mox City.

  • Tovingor, located in the Central Fire, with its capital in the northern foothills of Mount Praetorous.

  • Zerlagek, located in the Wild Northeast, with its capital in Feranon.

  • Medorgazar, located in the Great Lowlands, with its capital in Miterstedt.

  • Alazangeis, located in the Shimmering Coasts, with its capital in New Beluroc.

On the other continents:

  • Veriendim, located in Khymeria, with its capital in Shimmer City.

  • Verilukoth, located in Draykh-Nahka, with its capital in Centrum.

  • Verizune, located in Azmare, with its capital in Anenon.

  • Zune, located in the Burning Lands, with its capital in Zariba.

  • Jurlukoth, located in Mortis, with its capital in Utopin.

  • Endim, located in Anumun, with its capital in Lyveria.

Highways and way stations have been established across Praetoria to facilitate trade and the central government’s collection of taxes, tariffs, and tribute, which are tailored to the productivity and economic potential of each kalamenty. These highways also facilitate the travel of imperial inspectors, who serve as the eyes and ears of Silus as they traverse the empire and report on local conditions.

Each kalamenty is headed by a kalament, who rules as proxy. kalaments are given a high degree of autonomy in the governance of their area of responsibility and the enforcement of Silus’s will. Of the utmost importance is loyalty, obedience, and compliance. If expectations are not met, those in charge are dealt with swiftly and brutally.

Military

The diversity of its people, its enormous geographic size, and the constant threat of uprisings in vassal states require a professional army to enforce order. Subsequently, military service is mandatory, and conscription across the empire feeds its war machine, while its social systems are completely focused on military training and excellence. Meanwhile, the rebellious (or those that appear to have the potential for rebellion) are often sold into slavery or simply executed.

Each kalamenty’s military is about 100,000 strong. Led by a lieutenant general who reports directly to the Ascendency, they are organized roughly as follows:

  • 10 legions, each 10,000 strong and commanded by a high legionnaire.

  • Legions are further divided into 10 battalions, each 1,000 strong and led by a commander.

  • Battalions are subdivided into 10 companies, each 100 strong and led by a captain.

  • To maintain command and control over larger areas of responsibility, captains typically delegate authority to their sergeants. Depending on its duties and responsibilities, a company might have anywhere from two to ten sergeants.

Like the empire itself, the legions and their subordinate commands are extremely diverse. They are comprised of five groups:

  • The Undying is an elite infantry force. One legion in each kalamenty is comprised entirely of Undying, and it is kept at a strength of exactly 10,000. Casualties are immediately replaced to maintain this number.

  • The Anachron broke from the Continuum—an order of mages able to manipulate time—to join the Chaos Empire.

    • Each kalamenty has one exalted anachron who reports directly to the Ascendency.

    • Master anachrons serve alongside the legions’ commanders as advisors and strategists.

    • Depending on potential (or oftentimes social standing), apprentices may study under a master anachron, exalted anachron, or the high magus himself.

  • The Paragon are the legions’ magic users.

    • Each kalamenty has one grand paragon who reports directly to the Ascendency.

    • A myriad of magical orders (such as the magi of chaos, insidious warlocks, and weirding warriors) comprise the paragon, serving at the legion, battalion, and company level.

  • Conscripts are enlisted and trained as hand-to-hand fighters, archers, cavalry, or artisans. Many return to civilian life during extended periods of peace and are only activated for service as necessary.

  • The Host is composed of dragons, fiends, giants, beasts, and other non-humanoid species. While a structure is in place to provide at least some direction, it is a hierarchy of strength and power rather than organized leadership. Although it often fights alongside the legions, the Host exists outside the Kalamenty System. Without clear direction, it will move where it wants and persecute whoever it wishes, although it will always obey the will of Silus.

Economy

Like a massive, sprawling organism, the Chaos Empire's economy draws strength from diversity, with its many arms contributing uniquely to the whole. Each kalamenty has a distinct economic focus shaped by its geography and the species and races that inhabit it. This generates a wide variety of goods and resources—for example, Ongonaur's verdant farmlands and rich fisheries, Medorgazar's minerals and fine crafts, Verilukoth's vibrant spice trade, and Jurlukoth's renowned necrotic trade.

However, predatory and warlike, the Chaos Empire prefers conquest and pillage over trade, and slavery remains a thriving industry. The empire also maintains an intricate network of highways and way stations to facilitate exchange, both within and between kalamenties. These routes also allow for the efficient transport of troops, an ever-important aspect of the empire's economy.

Rather than mint its own currency, various Praetorian coinages are used across the empire's kalamenties, with Gloridax currency being the most common. Often, mints will stamp the seal of the Chaos Empire over the coins' original markings.

Demographics

With its sprawling territories and diverse population, the Chaos Empire is a veritable melting pot of cultures, species, and races. Precise numbers are impossible to ascertain given the constant flux and the empire's vast scale.

Culture

The culture of the Chaos Empire is as diverse as its inhabitants, a mosaic formed from the countless realms and planes it has absorbed. However, beneath this rich tapestry runs a unifying thread of might, discipline, and ruthless efficiency. There exists a pervasive respect for strength and power, both magical and physical, and a stark pragmatism that values results above all else.

Military service is integral to the empire's society, with conscription considered a rite of passage and martial prowess a source of honor. Training facilities are woven into the urban fabric, turning city streets into proving grounds where future legionnaires learn their craft. This militaristic culture is reflected in many aspects of daily life, from popular entertainments—such as magic duels, the Arena Games, and gladiatorial combat—to the legion-inspired fashion trends that sweep through the empire's cities.

Architecturally, the Chaos Empire is a study in contrasts. In the kalamenties, imposing military structures coexist with grand palaces, bustling markets, and humble homes. Each city-state reflects its unique cultural and racial makeup, offering a fascinating blend of architectural styles that tells the story of the empire's diverse origins.

The empire's cuisine is as varied as its people. The unifying element is a lust for bold flavors and a shared ritual of feasting as a way to celebrate victories, honor heroes, and indulge in the empire's hard-earned spoils.

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