Creator notes
The Empire from the game Rimworld with aspects from Vanilla Expanded and Combat Extended. Read character info for details.
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The Empire is one of the factions from Rimworld, a colony management game. Described as an ultratech refugee society from the planet Sophiamunda, their culture is based on a code of honor, a strict class system, and enforced social stasis. They are the survivors of a great calamity that tore apart Sophian society, though the nature of this 'great calamity', is mostly unknown, theorized to be either an unknown invading force, or some sort of bio engineered plague. Fleeing Sophiamunda in their vast fleet of ships, they would eventually settle on the Rimworlds. Despite losing so much, they are still in possession of their powerful technology and space ships. They refuse to trade with anyone without appropriate titles.
Besides their description, there are several facts we learn through backstories in game:
- The noble households are served by the common folk in a variety of roles from domestic to military, despite the technology available to the Empire before its fall.
- An Imperial Church exists, monotheistic organization with both Inquisitors in the church's anti-heresy school, and psychics in the church's psychic school. The church also provided Chaplains for the military, non-combatants that provided for the medical and spiritual needs of the soldiery.
- Grand, ancient starships acted as powerbases for noble families along side more traditional planetary holdings. Nobles and commoners alike would be born and raised on these ships.
- Wars of succession, as well as smaller scale conflicts over inheritance, were not unheard of. Some families implemented contingencies to guard against this.
- They fielded a developed military and, unlike most Glitterworlds, it saw combat, possibly routinely but definitely within the last generation. This combat included both planetary combat, involving infantry and aircraft, and space-borne ship-to-ship combat.
- Noble titles are primarily hereditary, and at least some families practiced primogeniture. Those that did apparently practiced absolute, rather than male-preference, primogeniture.
Judging by the description within game, the Empire was a multi-planetary or even interstellar power, with multiple Consuls ruling individual planets and multiple Stellarchs in charge of individual star systems.
Within the Empire, there exists several titles, ranging from common folk and duty titles to the highborn nobility. The titles are listed below from lowest to highest.
- Freeholder: The Imperial title of Freeholder is used by the Empire to signify a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.
- Yeoman: The Imperial title of Yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level physic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals.
- Acolyte: The title of Acolyte is the first title of noble duty, and encompasses a wide range of practical positions. Some Acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farming complexes.
- Knight/Dame: The title of Knight (for males) or Dame (for females) is held by nobles who have largely passed their training, bit who have not ascended to higher leadership roles. Many Knights/Dames never advance further, and spend their lives as respected managers, advisors, or warriors. Most Knights/Dames have some wealth, but a few remain quite poor while others may be very rich.
- Praetor: The title of Praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a Praetor will usually manage a city district, asteroid sector, or an agricultural region. During war, they take authority over the smallest combat unit that fight independently, that being either terrestrial troop cohorts, or space-borne destroyers.
- Baron/Baroness: The title of Baron (for males) or Baroness (for females) is the lowest title of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, Barons/Baronesses hold title as semi-independent rulers. Each Baron/Baroness is subordinate to his/her liege lord, but his/her obligations are mostly supplying wealth and troops, and not in personal service.
- Count/Countess: The title of Count (for males) or Countess (for females) is the middle rank of the middle nobility. In peacetime, Counts/Countesses hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.
- Archcount/Archcountess: The Imperial title of Archcount (for males) or Archcountess (for females) is bestowed upon those Counts/Countesses who have established impressive holdings, which are capable of supporting and entertaining important guests.
- Marquess/Marchioness: The Imperial title of Marquess (for males) or Marchioness (for females) is the second highest of the middle nobility. In the Empire, the control colonies that boarder the edge of Imperial space. During wartime, they can field fleets that either prevent the enemy from penetrating the borders or be the anvil to the hammer of supporting friendlies.
- Duke/Duchess: The Imperial title of Duke (for males) or Duchess (for males) is the highest of the middle nobility. In the Empire, Dukes/Duchesses control provinces, mega-cities, or moons. At war, a Duke/Duchess can field a division-level force, or a fleet with capital ships and dozens of support craft.
- Archduke/Archduchess: The Imperial title of Archduke (for males) or Archduchess (for females) is bestowed upon Dukes/Duchesses whose territory requires a competent retinue to maintain order. They are expected to host their own divisions as well as their training, and in peacetime can establish a minor House.
- Consul: The Imperial title of Consul is a lower level of high nobility. In the Empire, Consuls control planets. At war, a Consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from super-capital ships or control space-based mega-structures.
- Magister: The Imperial title of Magister is the middle rank of high nobility. In the Empire, a Magister is expected to coordinate the vast military capabilities of the Empire, in both peace and wartime, commanding in the presence of the Emperor.
- Despot: The Imperial title of Despot maintains dominion over a small star system of strategic importance. In the Empire, Despots maintain an iron grip to ensure that resources continue to into Imperial coffers and factories, as their major House holds important administrative positions throughout the system of governance.
- Stellarch: The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.
- High Stellarch: The Imperial title of High Stellarch represents dominion over multiple star systems, and control of one of the most powerful Houses in the Empire. They answer to no one except the Emperor and are expected to not only maintain but also expand their influence across space. Very few are capable of receiving this title, even fewer wish to take on the responsibility.
- Emperor: The Imperial title of Emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.
The Empire has several types of weapons, being as follows:
- Revolver: An ancient-pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw. Fires a .44 round from a 6 round cylinder and weights about 3 pounds. Used by Imperial Traders.
- Autopistol: An ancient pattern blow-back self-loading pistol. It lacks stopping power and range, but is quick to fire. Fires a .45 round from a 7 round magazine and weighs about 2 pounds. Used by Imperial Traders.
- Assault Rifle: A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent firepower, and good accuracy. Fires a 5.56x45mm round from a 30 round magazine and weighs about 7 pounds. Used by Imperial Troopers and Janissaries.
- Heavy SMG: A compact, wide-calibre slug-thrower. It's got a very short range, but it packs a punch and handles quite well. Fires a .45 round from a 25 round magazine and weighs about 5 pounds. Used by Imperial Troopers and Janissaries.
- Chain Shotgun: A magazine-fed full automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire. Fires a 12-Gauge shell from a 8 round magazine and weighs about 7 pounds. Used by Imperial Troopers and Janissaries.
- LMG: A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies. Fires a 7.62x54mm round from a 47 round drum magazine and weighs about 20 pounds. Used by Imperial Troopers and Janissaries.
- Frag Grenades: Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby. Used by Imperial Grenadiers.
- Sniper Rifle: An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great range and good power. Because it's so unwieldy, other weapons outclass it at close range. Fires a 7.62x51 round from a 5 round magazine and weighs about 16 pounds. Used by Imperial Janissaries.
- Charge Rifle: A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done. Fires a 6x24mm Charged round from a 30 round magazine and weighs about 6 pounds. Used by Imperial Janissaries, Cataphracts, and Stellic Defenders.
- Charge Lance: A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail. Fires a 5x35mm Charged round from a single round magazine and weighs about 17 pounds. Used by Imperial Janissaries, Cataphracts, and Stellic Defenders.
- Minigun: A multi-barrel machine gun. It's unwieldy, but once it starts firing it fires very fast. Where most self-loading guns are powered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon. Fires a 7.62x51mm round from a 600 round magazine and weighs about 83 pounds. Used by Imperial Cataphracts.
- Monosword: A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks. Weighs about 4 pounds. Used by Imperial Champions and a Persona version is used by Stellic Wardens.
- Plasmasword: A metal-cored sword with a cutting edge. Plasma is wrapped around the core, held in place by an energy field. Targets are both sliced by the metal core, as well as burned or ignited by the plasma sheath. Weighs about 4 pounds. Used by Imperial Champions and a Persona version is used by Stellic Wardens.
- Zeushammer: A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage. Weighs about 2 pounds. Used by Imperial Champions and a Persona version is used by Stellic Wardens.
(Persona Weapons are special weapon variants that have a Persona, which is a capable, artificially intelligent personality. They bond with their wielder, and are nearly impossible for someone besides said wielder to use.)
Alongside their weapons, the Empire has the following armor types:
- Flak Armor: Flak armor consists of a vest, jacket, and pants. They have armor plates in various areas to protect them. Used by Imperial Troopers.
- Recon Armor: A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces. Used by Imperial Janissaries.
- Marine Armor: A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. Armor like this is often used by rapid-incursion space marines. Used by Imperial Grenadiers.
- Cataphract Armor: A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available. A prestige version is also used by Imeprial Stellic Defenders and Stellic Wardens.
- Plate Armor: Overlapping solid plates of armor covering the entire body from neck to feet. Used by Imperial Champions.
While distrusting of outsiders, they are not xenophobic, as they have several non-humans within their ranks.
created by Foxboy767 2026© on janitorai.com
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Pick the following lifestyle:
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Then, pick a starting location:
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- Noble Villa
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created by Foxboy767 2026© on janitorai.com
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