The Anclevan Empire

Demographic Breakdown

Government Type: Bureaucratic Unitary State

Head of State: Emperor Khekan Maul, "The First Talon"

Head of Government: Anclevan High Command

Governing Body: Anclevan General Assembly

Government Structure: 

Political Factions: The Argent Falcon, The Joined Hand, Irreghani Liberation Front

Nation's Capital: Anclevan City

Geographic Region(s): The Irreghan Westerlands, Torrhen Shield, Redgrove Foothills.

Population: ~1.2 million

Racial Composition: 86% Human, 6% Orc, 5% Woodland Elf, 3% Other.

Religious & Spiritual Beliefs: (Data compromised*)

*Editor's Note: Unfortunately, due to unverifiable claims on the part of the Anclevan Column of Inquest, no data will be listed in this section.

Demonym: Anclevian.

Main Exports: Coal, Wheat, Beef, Chicken, Machine Parts

Currency: Boltmark.

National Sport: Squamish

Official Language: Common

Motto: "Rebellion by Choice, Empire by Fate."

Anclevian Slang, Sayings, and Idioms

"Slowest is he who spares the mare"

"Even steel melts, given enough flame."

"Tow the chain, dull the pain." – Simply go along with the way things are, and you'll be more content. Contextually, this expression is used both to reassure, and warn, those who reckon individuality with group identity.

Dragonsbane, command hub of the Anclevan Skyfleet
The Dreadsteel Legion, Anclevan's elite mechanized infantry corps
'Heart of Liberation', the central railyard in Anclevan City.

General Impressions

It's rather difficult to tell whether the people of Irreghan are truly better off under the rule of Anclevan High Command than they were under the Voran Legionate. At first glance, they may starkly contrast one another, but the two most recent ruling bodies of the Irreghan Westerlands govern quite similarly. For instance, major industrial centres, such as the liberated capital of Anclevan City, remain the production backbone of an immane and ambitious realm-trotting war machine. Many point out that the 'Free Imperial Workers' lining the assembly lines of the city's famous manufactories, sourced most often from less-fortunate segments of Anclevan society, are no doubt the same folk who were assigned to similar positions as Labourers under the Voranite Caste System. As such, it seems that the difference in their livelihoods, before and after the Anclevan Revolution, is practically a matter of semantics.

Major Cities and Towns

The City of Revolution

Westmark

Once an agricultural powerhouse, and famous site of the first defeat in nearly three centuries for the Voran Empire's notorious Terrorwing division. During the Fall of Anclevan, the massive, sprawling town of farmers, woodsmen, and wilderness rangers was a prime target for the Legionate during The Subjugation, as it was the closest municipality within sight of the yet-un-surrendered Kholean capital of Anclevan. 

It was thought, by Legate Maeka Doomgale, that a show of force demonstrated there by her Terrorwings would demoralize the city defenders and turn the citizenry against the Voltari, thereby greatly expediting the completion of their Second Conquest of the realm. In practise, it achieved the very opposite, as the people of Westmark fought her elite warriors to the bitter end on all fronts. Crops were burned, soil was salted, and ultimately, four of every five men of fighting age in Westmark were killed during the occupation. Legate Ebonia Sootscale, the Dreadqueen, called the occupation 'the worst mark against the Empire since the Dragon's Rift'. The farming town continues its long recovery to this day, many decades later.

Mistvale

Many decades ago, Mistvale served as a place of refuge for arcanists who secretly opposed the Dreadmage Crassius Bray during the reign of the Voltari. As being one of the furthest settlements from the larger cities of Kholea, it became something of a haven for any dissidents to their rule, right up until the Voran Empire's invasion during The Subjugation.

There is a running joke among the locals about the statue in the town square, of Mistvale's fictional founder 'Howard J. Blythe', whose purported deeds grow more and more outrageous with every passing year, since its instalment. Locals have made a game of trying to fool visitors and outsiders into thinking he was, indeed, a historical figure.*

*Editor's note: this entry has been amended for the Sixth Edition of The Stranger's Guide to Destrea, as prior editions' chroniclers were unfortunately had by this particularly devious jape. Well played, Mistvale. -A.G.

Axel

The Charging City

Some might rightly call Axel a foolhardy pursuit; others, a testament to human ingenuity, but to anyone who's spent time among the Axelites, the last two descriptors you'd think of for the people themselves would be 'ingenious', or 'foolish'. The Anclevan industrial juggernaut is the brainchild of Herradan Walder, Crassius Bray's chief architect during the reign of the Voltari. The citizenry work and live in rail-linked mobile buildings called 'cars', whose exponential grandiosity continues unabated with each new addition to the city-in-motion. 

Using materials gathered from the woods and mountains in their path, the Axelites build these nature-defiant edifices at a frenetic, surreal pace, adding them to the existing cluster while simultaneously laying fresh rails ahead of them. On average, they add one mile each month- regardless of what lies in their path. This progress is made possible by a robust team of engineers, labourers, technicians, architects, railcar operators, and 'rail-runners' who specialize in ferrying food and other resources from trading partners established further back along the rail network.

Once a citizen has contributed a significant amount of labour to the development of the city (a figure which is in constant flux, according to our research), they are granted a leisurely 'retirement' car, and may travel & settle anywhere along the rails behind Axel proper.

Voltsparr

The Obsequious

Once the last bastion of the Voltari's power in the Westerlands, Voltsparr has gone from a thorn in the side of their Voranite occupiers, to a slightly duller thorn in the side of the Anclevan Empire. Its taxes are always late, its people bitter, and it is fittingly cloaked in near-perpetual darkness. Nestled in a hollow mountain cavern in the southern belt of the Torrhen Shield, it has largely been left to its own devices in the years following Aegis' Wake. But as any fungi grower tell you, leaving something in the dark too long may yield quite peculiar results...

Clifton Roost

The Heavenward Gaze

Site of the massacre of the same name, the skyport town of Clifton Roost lives on in infamy amongst the Irreghani.

Now a veritable boomtown thanks to the post-war popularization of skyship travel, Clifton Roost has significantly expanded in size and population. However, the lingering memories of their forefathers' demise hangs over the town like a tattered and bloodied battle standard. Defiance Square, which sits just beyond the skyship docks, features a haunting memorial sculpture which can't go unnoticed by those who visit– especially former Voranite legionaries.

Felpine

The Canopied Rose

Tucked away deep in the tall redwood groves on Anclevan's northern border, Felpine grew out of a network of logging camps established roughly half a century ago. Its proximity to both Edonius and the Commonwealth city-states of Floe and New Soldev make it an ideal waytown for Anclevan's sprawling rail network, as well as traditional caravan routes through Torrhen. The lumber mills and iron mines keep Felpine's coffers filled, though it's rarely those who toil in them that reap those rewards. More recently, the town has experienced a great deal of violence between Bakta Syndicate-backed workers' unions, state authorities, and the Torrheni Ranger-Druid Pact.

West Graelia

The Brother City

Port Barrister

The Fleeting City

Port Barrister's population, like most trade hubs, is highly transitory. Travellers and contractors from across the realm come and go by land, air, and sea; making fast friends whom they'll forget even faster.

Once ruled as an independent merchant republic by the exiled Edonian noble Lord Syman Barrister, his timely death under highly dubious circumstances delivered the strategically-located port city to the Anclevan Empire in the midst of Aegis' Wake, just in time for their brutal naval campaign against the Antür Provinces. Now, during peacetime, it serves primarily as a port-of-call for traders from Cape Cobalt, Spectralos, and the Caravan Delta. Lord Barrister's widow, and their four children, still retain the family's assets and inland estates, though their lawmaking capabilities have been nullified.

The Anclevan Navy occupies the surrounding seas in-force, operating out of a trio of fortresses on the Stake Isles, just a few miles offshore. Rumours circulate of Anclevan ships seizing cargo from merchant vessels illegally, particularly during holidays, though these allegations may simply be fabricated out of the locals' general disdain toward Anclevian rule. The de facto ruler of Port Barrister at this time is Sea Marshall Liara Blackstone, of Anclevan High Command, whose decisions regarding city affairs come by messenger boat, dispatched from her stronghold on the Stake Isles.

Military

Battle is Tempo, War is Logistics

Anclevan's military doctrine is tactically open-ended, but strategically fixed. Traditionally, the most successful human-led militaries have relied on a combination of superior battlefield position and wave tactics to overwhelm opponents. From the Founding Era to the days of the Irreghan Empire, this strategy has been viable due to relatively simple battle conditions, unsophisticated military technology, and general strategic ineptitude among rival nations. It served Anclevan's predecessors well for a time, but as with any tool that's used too often and applied too liberally across increasingly complex problems, it eventually broke down. Voran's development of the Double Line doctrine, the growing importance of arcanists on the battlefield, and the development of steel armour and weapons, ushered in a new era of warfare for which human societies were ill-prepared. It cost them most of their territory, their independence, and the lives of millions of their people across the realm.

While human societies have often lagged others in terms of spellcraft capabilities, their industrial aptitude has more than compensated for this shortfall in the modern era. Rather than spend years training corps of arcanists (who, if killed, represent significant loss on investment), their focus became to manufacture easy-to-use weapons for non-magic wielders (guns, crossbows, cannons, etc), and funnel their spellcrafting resources into engineering mechana units instead.

The Storm Lancers

Specialized vertithopter pilots who train with their craft in the brutal, relentless winds of The Howl. Considered the best airship-to-airship combat fighters in the realm.

Riflemen

Standard infantry units.

Banshee

Mechana construct whose piercing wail disorients and panics enemies– usually deployed as shock troops. Equipped with a self-destruct mechanism.

The Core Titans

Immensely powerful mechana constructs, each designed to combat Anclevan's rivals.

"Glider"

"Razer"

"Ravager"

"Roller"

"Gouger"

"Boomer"

The Adonian Guard

Elite armoured mechanized infantry unit. Mechana support units, specialized 'orepiercer' bolts.

Giant-killers.

Anclevan Expeditionary Force

Composed of prisoners who, through the use of Essence Siphoning, had their multi-year sentences expedited so they might be released into service for the AEF. For each tour they would complete, they would have twice its length returned to them in essence. Due to the extraordinarily high casualty rate of the AEF, however, the Anclevan state's essence reserves would still come out ahead.

This method of recruitment was deemed immoral and officially discontinued partway through Aegis' Wake, but evidence of the practise continuing well past the ban by the AHC would surface just a few years after the conclusion of Aegis' Wake.