The True Empire of Kaegor (Old Empire)
What is now known as the True Empire—though more commonly called the Old Empire—was once no more than the easternmost satrapy of the great Empire of Kaegor. In those days, it stood as a distant but loyal frontier province, governed in the name of the Kaegorian Emperors. That loyalty was tested when Kaegor XIII, regarded by his followers as the last rightful emperor, was overthrown by Innocence. In the chaos that followed, the eastern satrapy refused to recognise the authority of the newly declared Divine Emperor, instead proclaiming its continued allegiance to the fallen Kaegorian line.
In the generations since, the Kaegorian Empire has endured in the east under the rule of Emperor Kaegor XIX, a successor who maintains the ancient claim with unwavering conviction. To them, the western realms—those that accepted Innocence and his Divine Empire—are nothing less than traitors who abandoned the rightful order. Officially, relations are cold and marked by deep contempt. Yet in practice, necessity has tempered ideology. Trade routes remain open, envoys are received, and cooperation occurs when it serves mutual interests, even if both sides would deny it.
Cut off from its former heartlands and consumed by bitterness, the Old Empire has taken a darker path. Where once it upheld the traditions of Kaegor, it now draws strength from harsher, more unforgiving powers. The Kaegorian Army venerates Hextor, god of war, discord, and ruthless conquest, embracing a creed that values strength, discipline, and domination above all else. Under his influence, the army has become a brutal instrument, forged not only for victory but for absolute control. Beyond the battlefield, the empire’s merchants and financiers devote themselves to Zahak, a demigod embodying commerce, ambition, and unrestrained greed. Trade flourishes under their guidance, but without compassion or restraint; profit is pursued at any cost, and those unable to compete are quickly crushed or consumed by debt.
For the lower classes, life is harsher still. The poor, the weak, and the indebted are bound into systems of labour and servitude overseen by the clergy of Bralm, the slaver goddess of industry and insects. Under her watchful doctrine, society is regimented and efficient, every individual reduced to a function within a greater whole. Freedom is a luxury few can afford, and mercy rarer still. Thus the Old Empire endures,disciplined, bitter, and unyielding. It clings to the past even as it reshapes itself into something harsher and more dangerous, a state driven as much by resentment as by ambition, waiting for the day it might reclaim what it believes was stolen from it.
The History of the Old Empire
East Warlderia was spared much of the devastation that marked the early Wars of Wars of Kaegor the Great. For a time, its lands remained distant from the great struggles that reshaped the west. It was only after the Peace of Melthurien that human expansion turned eastward, as restless and rebellious forces sought new territories beyond the reach of old powers. The turning point came with the daring campaign of the human general Pamarian. Rather than advancing by land as all human armies had done before, he chose a bold and unprecedented course. He led a fleet across the sea, landing on the peninsula that would one day be crowned by the grim fortress of Tervingard. It was a calculated gamble. The Elves were masters of the sea, and the Dwarves of the Eastern Mountains would have crushed any overland advance. To sail was to defy expectation itself—and that defiance became his greatest weapon.
Pamarian’s fleet, a ragged collection of barges, galleys, and cogs, succeeded precisely because it was so improbable. The Elves had not imagined such a move, and so they were unprepared. From his landing, Pamarian marched north with only a modest force, gathering followers as he went—settlers, opportunists, and warriors drawn by the promise of conquest. His early battles were swift and opportunistic, striking at scattered and unready enemies. His most decisive blow fell upon the Elves of Gleaming Tovaj, a shining coastal stronghold that would later become known as True Kaegoria. Catching them unawares, he descended upon their harbours and burned their fleet at anchor, dealing a crippling blow to their naval dominance. Though the Elves retaliated with devastating magic, raining fire upon his forces and forcing a temporary retreat, their mastery of the Indersta Sea was broken.
Reinforcements soon followed. More men arrived by sea, swelling Pamarian’s ranks and securing his foothold. What followed was a brutal and unrelenting campaign. The war he waged was neither noble nor restrained. The Forest of Bowden was set ablaze, its ancient growth reduced to ash, while the Glens of Serenity were hacked down and burned in a systematic destruction of the Elven domains. In little more than a dozen years, he forced the Elves back—south into Gleaming Tovaj and north toward Lamure—while also repelling a determined Dwarven assault at Polymera. In response to this devastation, the Fey sage-wizard Mav Id’Erian unleashed an act of terrible power. Calling down what became known as a “tear from heaven,” he brought ruin upon the invading forces. The celestial strike fell near the ruins of Bowden, shattering the earth itself. A choking cloud spread across the land, turning day into dusk and killing thousands of men where they stood.
Yet even this did not end the invasion. Whether through resilience or sheer ruthlessness, Pamarian rallied what remained of his army. Undeterred by the devastation, he pressed onward, gathering strength for one final, decisive strike—his sights set upon the radiant and ancient Elven city itself.
“It was not merely that they sacked and looted but that they did and could not appreciate that which they destroyed. Like a vulture feeding on the corpse of a gifted poet, their sacrilege was beyond their comprehension.” The Ghost of Tovaj
The sack of Tovaj marked the end of the war in the south-east. What victory remained was hollow. The land itself had been broken, its air fouled, its fields withering, and its rivers tainted. Both Man and Elf were left exhausted, their strength spent and their will to continue dulled by sickness and loss. There was no final triumph, only a grim silence as the fighting faded, not through peace, but through sheer inability to go on. In the aftermath, Pamarian turned his back on the ruined south. He marched north with what remained of his forces and established a stronghold at Udrakadesh. There, at the height of his power yet worn by years of relentless war, he died on his fortieth birthday. His passing marked the end of an era defined by ambition, brutality, and unyielding conquest.
Not long after, Kaegor himself arrived by land at the shattered remains of Tovaj, having secured the territories south of the Dwarven Mountains. Recognising the strategic importance of the region, he ordered the construction of the fortress of Tervingard to command the Straits of Hope. With this, he ensured control of the vital sea passage before returning to his new capital, never again to set foot in the lands that had cost so much to claim. For more than a decade, the region lay abandoned. The poisoned earth yielded nothing, and few dared remain among the ash and lingering death. Only when the strong eastern winds had slowly driven away the worst of the corruption did life begin to return. The land, though scarred, became habitable once more.
It was then that men came again—not as conquerors, but as settlers. They rebuilt upon the ruins of the past, raising the city of Pamarian atop the broken remains of Tovaj. From there, they spread outward, reclaiming the surrounding lands and establishing new communities where once there had been only ruin. For a time, stability returned. The east prospered in its own way, distant from the struggles that plagued the heartlands. This fragile order endured until the great collapse of the Kaegorian Empire. As the west descended into deprivation and disorder, its crises rippled outward, forcing the eastern territories to fracture into competing successor states. Only a handful remained steadfast in their loyalty—those who would, in time, become known as the True Empire, clinging to the legacy of Kaegor long after it had faded elsewhere.
The Military of the Old Empire
The Army of the Empire is a complex and varied force, composed of professional soldiers, religious warriors, feudal levies, and even humanoid auxiliaries. At its core stand the disciplined Men of War, supported by zealous Hextorite regiments, locally raised troops, and mercenary contingents. This diversity allows the Empire to field armies both formidable and adaptable, though not always unified in purpose or loyalty.
The Men of War form the professional backbone of the Kaegorian military. Their leaders swear binding blood oaths of loyalty to the Empire and to one another, creating a tightly knit martial elite. Recruitment begins early. Between the ages of seven and nine, children leave their families to enter the Junior Barracks, where they receive a structured education combining literacy, numeracy, and physical conditioning. This training is typically funded by their families or sponsors, though on rare occasions exceptional candidates are admitted without payment. Life in the Junior Barracks is strict and disciplined, but not needlessly cruel; students are well fed and maintained to ensure strong development. Upon reaching puberty, those who endure may apply to the War Barracks. Acceptance marks the beginning of far harsher training, focused heavily on combat, weapon mastery, and battlefield discipline. Though martial skill is paramount, the education is not entirely limited to warfare, and some are groomed for leadership roles based on performance or influence. All recruits must eventually face a final test—one that can prove fatal—to earn their place. Those who survive are assigned to regiments according to their ability and connections.
Among the Men of War are several prestigious formations. The Kaegorian Guard is entrusted with the protection of the True Emperor himself. The True Legion serves as a heavily armed assault force, equipped with the finest weapons and armour the Empire can provide. The Knights of Kaegor represent an elite cavalry, drawn from seasoned veterans. Alongside these stand a number of pseudo-knightly chapters, such as the Most Fearsome Order of the Manticore and the Magnificent Phalanx of the Wyvern, each maintaining its own traditions and reputation.
Parallel to this system are the Halls of Hextor, institutions devoted to the worship of Hextor. These halls offer a far more brutal and uncompromising upbringing, centred around War Abbey and supported by a zealous religious doctrine. Their graduates form highly motivated and fanatical troops, often serving as shock soldiers or elite guards. Only the most ruthless and devoted among them are permitted to join the feared Fists of Hextor, an elite force renowned for its effectiveness and terrifying resolve. It is said they would sooner die than endure the shame of defeat.
The bulk of the Empire’s armies, however, comes from feudal levies raised by nobles and great landowners. These forces vary widely in quality. Some are well-trained household troops maintained year-round, while others are little more than hastily assembled militias. Many officers are retired Men of War, veterans who have completed their service and bring experience to otherwise uneven formations. While often less reliable in open battle, these troops are well suited to garrison duties and local defence, and frequently possess a broader range of practical skills.
To meet the Empire’s constant demand for manpower, humanoid auxiliaries—such as orcs, ogres, and other non-human warriors—have increasingly been employed. These forces owe loyalty not to the Empire itself, but to their tribal leaders or to those who pay them. Though their presence is sometimes controversial, they have become both common and, in certain circles, fashionable additions to imperial armies. Even so, they are never fully trusted, and remain outsiders within the ranks they help to fill.
The Navy
The Empire’s naval forces are modest in both size and ambition, lacking the scale and permanence of its land armies. Rather than a unified and centrally commanded fleet, its navy exists in a largely ad hoc form, assembled as needed and maintained only where necessity demands. As a result, imperial naval power is uneven, strong in key locations, but limited in reach and consistency.
The greatest concentration of strength lies at Tervingard, where two well-equipped squadrons patrol the surrounding waters. From this strategic fortress, they operate on either side of the narrow sea passage known as the Choke and extend their influence into the treacherous Devil's Sea. These forces are tasked with safeguarding vital trade routes, deterring piracy, and maintaining the Empire’s control over this critical maritime corridor. At True Kaegoria, a smaller but notable fleet of finely crafted war galleys is maintained. These vessels are renowned for their quality and design, reflecting the region’s long maritime tradition. However, they are few in number and rarely operate far from their home waters, serving more as a defensive force than an instrument of expansion.
Beyond these centres, the Empire’s naval presence is limited. Ships are often raised or requisitioned locally, and coordination between regions is inconsistent at best. As a result, imperial fleets seldom venture far from the coastline, and large-scale naval operations are rare. The sea, much like the Empire itself, is only loosely held—controlled where it must be, but never fully mastered.
Governance of the Old Empire
The head of the Empire is the True Emperor, Kaegor XIX, who rules from his vaulted throne room within the Palace of Kaegor at True Kaegoria. He is a direct male descendant of the first True Emperor, himself once governor of the eastern province at the time of the usurpation by the so-called Divine Empire. Though honoured and respected as the living symbol of imperial continuity, true authority does not rest with him. In reality, he serves as a figurehead, a sacred mask behind which the true workings of power remain hidden.
Behind the throne, the Empire is governed by a shifting and often hostile balance of competing factions. These groups wield influence not through law or legitimacy, but through strength, wealth, and control of vital institutions. Among them are the Men of War, the Priests of Hextor, the Clergy of Bralm, the Arcane Order of Thaumaturgists devoted to Wee Jas, the secretive Smiths of Starfall, the Old Nobility, and the merchant followers of Zahak. These factions maintain their positions because they possess the power to do so—and for no other reason.
Arcane magic within the Old Empire is tightly controlled. All practitioners must be registered and sanctioned by the Arcane Order of Thaumaturgists, a self-governing body that regulates magical study and usage. This strict oversight stems from the catastrophic legacy of the Fey sage-wizard Mav Id’Erian, whose reckless magic nearly destroyed the land itself. Unauthorized spellcasting is treated as a grave threat. Those who defy the Order face harsh punishment, traditionally execution by chaining the offender in iron and casting them into the sea.
The Old Nobility continues to hold vast estates and remains deeply embedded in the military, clergy, and governance of the Empire. Fiercely conservative, they resist reform and frequently clash with the rising merchant class. Their obsession with maintaining “pure” bloodlines has led to generations of intermarriage, creating both tightly bound alliances and underlying weaknesses within their lineage.
The discovery of the crater left by the so-called “Tear from Heaven” transformed the Empire in unexpected ways. Within it were found strange and valuable ores, most notably a rare red-metal alloy known as Starfall. Similar in strength to mithril but marked by its dark glow, it produces exceptional weapons and armour, though it is notoriously difficult to forge. From this discovery arose the Smiths of Starfall, a secretive and obsessive brotherhood of craftsmen who guard their knowledge closely and control the supply of this precious material.
Religious life within the Empire has also darkened since its separation from the western lands. Where once the people shared common gods, bitterness and rivalry have driven them toward harsher deities. Merchants and traders now follow Zahak, embracing ruthless practices that prioritise profit above all else. Meanwhile, the Clergy of Bralm plays a vital, if deeply unpopular, role in maintaining the infrastructure of the Empire. They organise labour, build roads, dredge rivers, and oversee the harsh systems that sustain industry, including the use of slave miners for Starfall extraction. Though resented, they are indispensable.
Above all, the Empire is defined by its army. The Men of War are not merely defenders of the realm—they are its foundation. Without them, the Empire would collapse beneath the weight of its enemies, both external and internal. As such, the military receives the greatest share of resources and taxation. Within its ranks are licensed war wizards, noble-born officers, and battle priests of Hextor. The army is supplied by Bralm’s logistical networks and armed with Starfall-forged weapons. Every faction has a stake in it, and the army knows its own importance.
The Empire’s militarised nature is reflected in its devotion to Hextor, god of war, discord, and tyranny. His doctrine shapes the mindset of its warriors: the world is harsh, strength is paramount, and mercy is a weakness. Under his influence, the Empire remains driven, relentless, and effective, but at a profound moral cost.
Among the newest developments in imperial power is the formation of the Imperialium Caelum Speculatores, the Imperial Sky Scouts. Based around Tervingard, these wyvern riders represent a rare innovation in an otherwise tradition-bound state. Though still untested in full-scale war, their growing presence suggests a shift in how the Empire may wage battle in the years to come.
Illustration: From The Battle for Wesnoth (http://www.wesnoth.org/) used under General Public License
