Armistice
Bound by the Chain of Honor
"What is worth fighting for? Honor? Treasure? Love? Power? If you lose, does it even matter? It is the victors that carve the slate of history with blood-stained hands."
~ Legate Paolo Udani
A small tribe defeats a rival, absorbing its people along with their lands. The conquered yield the secrets of their strengths and are purged of their weaknesses.
Again. And Again. And Again.
For a thousand generations, what would become the Empire of Armistice laid waste to all they encountered, assimilating the defeated into their ranks and purging what was viewed as weak from their culture. The Armistician Empire is an Imperialist Stratocracy ruled over by the Emperor. The Empire fields the largest standing military and holds the most territory of any nation in the world.
Attribute Changes
The Armistice Birthrite grants a +2 Power Attribute Bonus.
Personal fitness is detailed explicitly within the Code of Armana espoused by Armisticians as the best way to live. As such, intense workout regimens are incredibly common in the daily routines of the Empire’s population. This can range from activities such as daily group exercise, physical conditioning, or combat training.
The Armistice Birthrite grants a -1 Focus Attribute Penalty.
Armisticians are incredibly headstrong and stubborn. The people of the Empire will typically opt for a straightforward solution over a convoluted plot. Inflated egos and a shared apprehension to admit failure has created a streak of ignorance and close-mindedness in the population.
The Armistice Birthrite grants a choice:
+1 Skill Attribute Bonus
-or-
+1 Grit Attribute Bonus
The degree of fitness maintained by Armisticians make them naturally talented explorers, scouts, and hunters. A common tactic is to set an ambush or exhaust their prey to clinch victory. The people of Armistice are typically athletic and healthy due to their active lifestyle.
The Armistice Birthrite grants a choice:
-1 Will Attribute Penalty
-or-
-1 Charm Attribute Penalty
The arrogant nature of many Armisticians can lead to their downfall. People of the Empire can be gullible at times, and the others can see their brash demeanor as abrasive. Their conflation of “sickness” with “weakness” drives Armisticians to be poor caregivers.
Class Abilities
The Armistice Birthrite grants a choice:
Acrobatics
-or-
Athletics
Your choice applies as an additional selection to your Studious Tenderfoot Class Feature.
Access to Resources
It is the responsibility of the Commanding Officer to secure resources for the soldiers that serve under them. A failure to do so can lead to soldiers transferring to another commander, drops in morale, or a potential Usurpation of their Rank. Attendants typically receive little more than is required to meet their basic needs, but when Resources are thin, they are the first to go without.
Beliefs
The people of Armistice wholeheartedly believe in the idea of “might makes right.” If you are not willing to fight for what you believe in, your beliefs hold no weight. In the eyes of the Empire, the victor is who fought hardest, and those that fight hardest care most. If you lose a contest, your opponent cared more for why they take up arms. In Armistice, the result of a conflict is justice. The people of Armistice are famously litigious, turning to their Sparrus Courts to settle all manner of interpersonal disputes. Armisticians place great value on Law, Order, and Due Process.
Armisticians are the most verbose advocates for sobriety. As such, they prefer a state of mental clarity to keep their judgment from becoming clouded. Within the realm of the Empire, recreational substance use is outlawed and heavily enforced. Outside of the Empire, Armisticians look down upon those that participate, and those that falter can be over-indulgent and often fall prey to addiction. The Empire of Armistice was built on a history of fighting to rule and not to kill. They rarely raze settlements or outright destroy opponents despite their overwhelming military might. A common interpersonal sentiment is, “Now that I have demonstrated that I am better than you, you need to respect my authority so that we can all get along.”.
If the Armistician practice were to execute everyone that they fought against, the world would be empty.
Climate
Armistice is a popular tourist destination due in part to its year-round temperate climate and mild winters. Armistice is known for having heavy winds and dry summers. Its sprawling arid grasslands are prone to brush fires and tornadoes, while eastern rains create densely arable farmlands. With no geographical barrier to protect itself from the Dust, Armistice can be a victim of catastrophic sandstorms and droughts that last for years.
Education
There is not an established formal education system in Armistice. Instead, children are raised at their family estate and educated by other family members or by Attendants in service of their estate until they reach the age of fifteen(15). At fifteen(15) years of age, an Armistician youth is enrolled in basic training to assess their capabilities and prepare them for a life of military service. Armisticians spend three(3) years in basic training before receiving their adjudication. After completing basic training, the youth will test their fitness to serve in the Empire’s military. Those deemed fit conscript the entry rank of Ensign, with all others relegated as the role of Attendant. Ensigns are conscripted into service for a long as they can perform within a combat role in military service.
However, not every soldier enters into service at the rank of Ensign. At the time of their adjudication, an Armistician youth can choose to participate in the Criterion, in which a squad of greenhorn soldiers is to venture into the Proving Grounds to seek a testament to their strength, cunning, or honor. The youths venture into the dangerous wilderness to prove themselves in hopes of returning with evidence worthy of merit. Upon their return, they present any claimed prizes, trophies, or scars and regale a council of Officers with their experiences. Based on their performance, offerings, and report, the Officers will issue commendations to the Ensigns allowing them to begin their careers as soldiers at a superior rank, up to Lieutenant.
Every fifth(5th) year from their Conscription Date, a member of the Empire’s Military must travel to the Kubdalika Island chain in the Male Vistis to assess their fitness for continued service. They must face a series of trials proctored by three(3) other soldiers. One(1) of Lower Rank that has served beneath them, one(1) of Equal Rank that has served beside them, and one(1) of Superior Rank that has commanded over them. Ensigns, with no Rank beneath them, receive two trials from peers of Equal Rank. And the Emperor, without Peers or Superiors, is instead tested by three(3) of their Generals. If a soldier fails to complete two(2) of the three(3), they are removed from service and reassigned to the Attendant Social Caste.
While Armistice does not place much confidence in technological or Æthereal pursuits, they do hold tactics, strategy, and history in high regard. Thus, travelers worldwide make the pilgrimage to the Halls of Valor to be regaled with tales of heroes and battles of the past by the Docents that reside there.
Fashion
Empire soldiers are required to be in an approved standard of dress at all times. They will typically be assigned three(3) primary outfits: a Formal Uniform, Casual Wear, and Combat Regalia. Kept cleaned and maintained at all times, these accouterments may add to one’s uniform as a badge of honor to indicate past victories or experiences. The Formal Uniform is worn during important events and meetings and consists of a forest green broad-shouldered brocade military jacket paired with a tan form-fitting collared shirt and a black omnisex knee-length combat skirt and matching high-laced boots. Formal Uniforms are heavily embroidered to indicate their wearers Rank. Casual Wear is to be worn while not on active duty. It consists of a comfortable pull-over long-sleeved shirt and a tailored set of silk slacks with a pair of soft closed-toed slippers. It would be highly embarrassing to be caught in your casual wear outside of your living quarters or personal estate.
Combat Regalia is to be worn during Active Duty. An Armistician is given a set of Combat Regalia upon becoming Conscripted as an Ensign and wears the same suit of armor for their entire career. The Regalia consists of a fitted breastplate, pauldrons, a scaled skirt and, arm and leg guards. Inexperienced soldiers are expected to keep their equipment well-polished and maintained, while veterans earn respect by wearing their scars and trophies on their skin and armor. A unique tradition offsets the homogeny of Armistician Fashion. A requirement to complete basic training is forging your Weapons, Armor, and (most noticeably) a Helmet. There are no rules or standards applied to the maintenance or design of one’s helmet, allowing as much (or little) creative expression as one desires.
Each Armistician has a unique helmet that completes their Combat Regalia with their flair of style or self-expression. Attendants are not held to any Standard of Dress. Instead, they dress within their means, wearing comfortable, loose-fitting tunics, slacks, and gowns during off time and clothing appropriate to their labor during service hours.
Geographical Origin
The heart of the Empire of Armistice lies at the Onorgorad, which lies at the southern shore of the Male Vistis, a Sea that lies east from the Dust.
Its southern border matches the shoreline of the Dolor Ocean as it stretches westward to a shared border with Kronin at the waters of Achlør Salt Marsh and another shared border eastward to Deadbite Reach. Its western edge ends at the Dust.
The Empire’s northern border expands to the shoreline of the Nairi Ocean, with the boundary between Requiem and Armistice beginning at the north edge of the Veiled Forest southward. Their lands also reach further eastward through the Proving Grounds and ending at the Last Bastille.
Goals
The average Armistician would have personal goals tied to their status, renown, or authority by climbing the ranks, performing deeds worthy of notoriety, or achieving literal or moral victory.
Grooming
The standard grooming practices of Armistice mandates the regular hygienic maintenance of all its citizens. This is typically done by implementing grottos, lagoons, and bathhouses that are put into operation anywhere there is a surplus source of water. These relaxation areas are often segregated by social caste, with a separate bathhouse for Officers, Conscripts, and Attendants. Due to scarce water sources, many of the Empire’s Provinces rely on a system of Hydroducts to pump water from other more accessible locations. Popular relaxation methods among Armisticians include long soaks in mineral baths and hot springs, deep tissue massage, and acupressure.
Habits
Life within the Empire will instill habits that promote personal responsibility, confidence, and ambition. Armisticians are argumentative and often issue challenges and start debates out of boredom. It wouldn’t be a Sparrus Trial without a cacophony of dramatic objections and mocking retorts. Armisticians take great pride in their fitness and find great comfort in the routine and clarity of mind and body offered by maintaining a regular exercise routine. A good workout will always help an Armistician straighten out their thoughts. Armisticians can be impatient and reckless in pursuit of victory. This propensity to push themselves beyond their limits will often allow them to claim victory at a high cost. Armisticians can become insecure when they feel their position threatened. This can lead to instances of bullying, overcompensation, and grandstanding. Armisticians are incredibly sentimental. Trophies, trinkets, photos, and memorabilia are favorite personal space decorations. Commemorative statues and murals adorn provincial towns that were previously battlefields. Meals are accompanied by laugher and revelry as soldiers share tall tales of past conquests.
History
The History of the Armistician Empire is one of war and conquest. With the destruction of the Fonterra, more and more survivors escaped down to the planetside below. In the Southwest, small tribes would begin to take root across the grassy plains and fertile hills around the Male Vistis. Life on the plains was difficult for early settlers. Tribal hunting parties were the primary source of food and clothing, as agriculture was challenging to establish without proper resources. A lack of mineral resources prevented even the most basic infrastructure developments such as irrigation and roads.
Once per generation, the lands that are now the bulk of the Armistician Empire suffer the effects of a multi-year sandstorm that emerges from the Dust and disrupts regional rain cycles, leading to years with little to no rain and severe droughts. This severe lack of resources created heavy tensions between tribes of the area, and armed conflict was common. Finally, after generations of famine, suffering, and war, a shining star arose, a beacon of hope and virtue. A tribal warrior, Armana, named by her mother, was as kind and compassionate to her people as fierce and ruthless against her enemies. It is she who would build the foundations for the Empire that would bear her name.
Her name can be seen carved across the marble archways of the Sparrus Courts as the mantra of their law:
Pace Armana
Armana would be the greatest conqueror Armistice has ever known. First, one by one, she felled the warring tribes and brought them to her mercy. Then, under her leadership and military expertise, she would unite the lands of Armistice to a single nation to which she was the supreme ruler.
The first Emperor.
Emperor Armana was the pillar of her nation. Her larger-than-life feats of strength and compassion rippled throughout the world, solidifying her in the mythos of legend as a leader without equal. However, the most significant legacy left to her people lies within the codification of Armistician ethics:
The Code of Armana.
The Code of Armana establishes systemic rules of engagement, living a life of virtue, proper etiquette and mannerisms, and most importantly, the Chain of Honor that establishes the Empire's Military's standing hierarchy and organizational mobility. The Emperors that would follow her would always adhere to the Code of Armana, for those that didn’t would find themselves swiftly usurped through the rules of the Code. With the established rules of law, the implementation of the Sparrus Courts to enforce that law shortly followed. Central to the stability of every territory under Empire rule, the Sparrus Courts established ways for interpersonal disputes to be resolved with minimal bloodshed.
The Sparrus Courts are great rings with stands for spectators and listeners where serious discussions, raucous debates, and fierce duels take place under the rules established in the Code of Armana. This system of Codes and Courts extends to all members of every social caste within the Empire’s lands, including the sitting Emperor. The matters brought to the Sparrus Courts used to settle from minor petty disputes to issues of global importance, in which the fate of the Empire hangs in the balance. More than once has the tide of history shifted on an Armistician fistfight.
Enforced by the Sparrus Courts, the Code of Armana brought the Chain of Honor, a mandate of Order of Law, establishing a hierarchy of authority and responsibility. Under the Chain of Honor, a soldier is required by oath to carry out orders of a direct superior and may only issue orders to soldiers under their direct command. The Emperor may only give orders to their Generals who may only issue orders to their Legates and so on. The Empire’s drive for expansion and conquest frequently makes it a significant player in global events. Often the aggressor, invasions, annexations, and indiscriminate warfare have been perpetrated by Armisticians on their perceived enemies.
Famously, Emperor Legasi invaded Requiem in response to the mass enslavement of Empire citizens during the Skyfall Crisis. He would lead a massive, bloody campaign over the years attempting to siege the Holy City and rescue his people from slavery for the honor of the Empire. Unfortunately for Emperor Legasi, the Divine Eyes' superior surveillance and tactical intelligence-gathering abilities would prove to be impossible for his forces. Bands of Croix Noire Templars would be teleported in to ambush Empire soldiers when they were most vulnerable. As a result, squadrons were regularly routed and scattered. The Requis would abduct soldiers in the night, and raids would wipe out entire encampments due to a single security flaw. With morale in tatters, the Emperor eventually gave up and returned home.
The people usurped him within days.
Later, Emperor Miro, the Mad, would make a fragile alliance with VerCon in Axis to reclaim losses in territory and population to the newly established Kronin. However, the public viewed the atrocities inflicted on the Krones as honorless slaughter. This would lead to an active effort from within Armistice to overthrow Miro and his Generals. However, even after the Usurpation of two of his most trusted Generals, Miro still proved unbeatable in a Duel and thus entrenched as Emperor.
Miro was finally removed from power on a technicality. During his Fifth(5th) Year Assessment on the Kubdalika Islands, he failed his Second(2nd) trial when asked by a General to recite the Code of Armana from memory, something every child learns in Basic Training. His failure disqualified him from Military Service and placed him as an Attendant, making him no longer fit to serve as Emperor in an official capacity. His successor immediately ended the war and began making amends to the Krones to heal the rift between their nations, which remains strained today.
Many Emperors have thrown their lot to wield the reigns of Armistice. Some rule for a lifetime and others for but a moment. Some usher about eras of idyllic peace, and others tumultuous periods of endless war. Borders expand with the conquest of victory and ebb away in the shame of defeat. But forever shall there wave Armana’s Banner in the East.
Language
The Armistician language is emotive and expressive with a nasal quality that frequently misinterprets as arrogance to non-native speakers—when dealing with the Empire, speaking warrants careful attention to one’s pronunciation and rhetoric, as native speakers respect straightforward honesty over deflection or excuses. Armisticians are also very expressive with their body language, making sweeping hand gestures and pantomime to convey their point further and better punctuate their long-winded speech habits. Speaking a foreign language during a Sparrus Court hearing is typically viewed as disrespectful to the Court. Naming conventions in Armistice are often rooted in tradition or status. Many Armisticians have several names, some handed down to them over generations, others tied to specific teachers, mentors, or slain family members that served as a critical guide in their development. Armisticians can earn a name that is indicative of a particular mantle or title, such as the master of a specific estate. Alternatively, a unique rank or position loss may result in an Armistician being stripped of a name, a frequent occurrence when being exiled or demerited.
Politics
The Code of Armana established the eight(8) Ranks of the Armistician Military.
The Lower Ranks:
They are referred to as Conscripts in order of authority: Ensign, Corporal, Sergeant, and Captain.
The Upper Ranks:
They are referred to as Officers, in order of authority: Lieutenant, Legate, General, and Emperor. There is only ever a single Emperor and four(4) Generals. There are no personnel limits to any other Rank.
Through the processes of the Sparrus Courts, as dictated in the Code of Armana and commonly referred to as the Chain of Honor, there are few ways a soldier can change their Rank throughout their career. A soldier may issue a formal Declaration against a direct superior in the Sparrus Courts, which will begin a trial. The Declaration is an open discussion of intent between the contested parties in the Court’s public space where all can bear witness. This is considered the negotiation portion of the process and allows both parties to reach agreeable terms before escalating to further measures. If the parties can not reach an agreement, then the trial moves forward with the Debate process. During the Debate, the local population is gathered to witness the dispute and hear out both sides of the argument. At this point, each participant attempts to convince the crowd that their claim has greater validity than their opponents.
After everyone has spoken their peace, each spectator will pledge their life to one(1) of the speakers.
A symbolic gesture states, “if this were a war, I would fight for your cause.”
If one(1) speaker has the overwhelming majority of support, they are declared the victor, completing the trial. If both speakers have a sizeable force willing to pledge to their claim, the Court proceeds with the final stage: a Duel. During the Duel, both participants agree to engage in a contest in which the results will declare a definitive winner and bring the trial to an end. The accuser will establish the terms of the Duel, such as a test of skill or strength, a race, a sparring match, or in more extreme cases, a fight to the death. Once the accuser determines the terms, the accused will set the means of the Duel.
If it is a trial by combat, the accused will set rules or limitations within that combat; for instance, hammers only in a ring with a diameter no more significant than three paces, exiting the ring is an immediate forfeit. If it is a race, are they racing on foot, on mounts, or in vehicles? If challenged to a strength test, it could be an arm-wrestling match, boulder lifting contest, or a climbing contest. After the results of the Debate or Duel, the victor delivers a judgment to the loser.
The severity of a judgment is at the discretion of the victor; however, execution is and always will be illegal under Pace Armana. Popular Judgements include a soldier taking a direct superior’s Rank, issuing a demotion to a peer, or an insubordinate soldier to reduce their Rank, and depending on severity, temporary, conditional, or permanent exile. The alternative method for a soldier to advance in Rank is to secure three(3) Commendations from direct superiors. Unfortunately, commendations are hard to come by. If a soldier who reached a Rank through Commendation is charged with a dishonorable demotion or exile, those who issued that Commendation will be scrutinized, humiliated or even punished.
Suppose an Emperor or General were to die without an obvious successor in place. In that case, one might be nominated from the remaining General or Legate Ranks, collectively referred to as the Legacy, respectively, with nominees using the Onorgorad, the Highest Sparrus Court, and the Empire’s seat of power to legitimize their claim.
Profession
As one would surmise, the most common profession in Armistice is soldiery. Those living in exile after a life in the Military will find no shortage of work as bounty hunters, mercenaries, and bodyguards. The Attendants in Armistice work as stewards to care for the land and people under the Empire's protection. They frequently find careers as farmers, merchants, and innkeepers. They are also responsible for construction and infrastructure maintenance and public health, finding work as laborers, servants, mechanics, and Apothics.
Relationships
Relationships in the Empire are centered around the potential or perceived greatness of their offspring. People choose their partners based on their ability to produce strong, healthy, and capable children. Parents will often have a favored child while making boastful claims of spawning the next Emperor and constantly bring significant attention to disappointments they feel when their children do not meet their expectations. Armisticians can be passionately romantic and are expected to maintain a constellation of suitable partners at any given time as a sign of virility, regardless of gender. Citizens without multiple partners may suffer a hit to their reputation and could harm potential with future romantic interests. Unions that bear children will be stationed in the same household until the child comes of age and enrolls in Basic Training. Both familial and romantic relationship disputes are subject to the laws of the Sparrus Courts. It is not uncommon for an angered parent to exile their most disappointing child to save face or for an Armistician to pummel an aggressive suitor into the dirt because she needs some space and they can’t take a hint.
Religion
Those who Walk the Path have had a good deal of success establishing temples and churches and a base of believers within the Empire’s infrastructure and populace. Farming and fishing villages make ideal communities to support a Verdant Chapel. The path of reverence and respect for nature invokes better agricultural yields. The serene bathhouse and idyllic grottos make for excellent prayer and meditation locations during less active hours. The Galvanique and Fourneau sects have made inroads among the Attendants tasked with maintaining and upkeep the Empire’s infrastructure. Outstanding monuments, courtrings, and utility structures have been erected in the name of the Empire, undoubtedly the work of true believers. Many soldiers find the art of combat to be a form of expression or a spiritual passion.
Many Galvanique struggle with the prohibition of recreational chemical use and frequently find themselves out of favor with the law. During times of hardship, the Unchained have been known to establish Almshouses in the more impoverished provinces of the Empire. The Unchained are always welcome to operate within the Empire, as many of the founders of the Unchained Sect are descendants of former Empire citizens enslaved in Requiem that revolted for their freedom. However, the Divine Eyes and Croix Noire Sects are explicitly prohibited for crimes against the Empire. Their illegal establishments are prime targets of authoritative crack-downs, and their members are openly harassed with little protection.
Social Caste
There are three(3) distinct social castes within the societal hierarchy of the Empire of Armistice: The Officers, the Conscripts, and the Attendants. The Officers represent the upper echelons of Armistician Society. They are comprised of the four(4) Upper Ranks, including the Emperor, the four Generals, the Legates, and the Lieutenants. Officers are free to levy lesser Officers and Conscripts and act with a great deal of autonomy and authority. Officers are free to do as they choose but are honor-bound to follow the orders of a superior Officer.
Officers can claim one of the many Estates that dot the Empire’s Frontierland. Estates are sprawling mansions with lesser houses and quarters designed to house multiple families. They typically overlook farmland and other local populations and are relied on by the public to enforce the law and protect the people. Disputed Estate claims between Officers are often settled in Court. The Conscripts represent the bulk of the infantry and other armed forces in the Empire’s Military.
They are comprised of the four(4) Lower Ranks: the Captains, Sergeants, Corporals, and Ensigns. Conscripts that serve under an officer who has children will typically live on the Estate while raising their offspring. Childless Conscripts are stationed in a Barracks outside of their Commanding Officer’s Estate. On Active Duty, Conscripts act as patrolling guards, attend mandatory Court Trials, or carry out specific orders from a direct Superior. Off duty, soldiers can mingle with the public and maintain their personal lives.
Attendants are the most prominent social caste, consisting of any Empire Citizen who is not a military member. Attendants are exempt from the Chain of Honor and are not required to engage in combat situations; however, they are still subject to following orders issued by a Conscript or Officer. Attendants are awarded full access to the Sparrus Courts for conflict resolution. Attendants fill all roles of society outside of defense. They have long-tenured careers as farmers, fishers, doctors, engineers, and researchers and make up all laborers and servants. Despite what the more arrogant soldiers may think, being an Attendant is not inherently demeaning or disrespectable. There is honor in maintaining the land and infrastructure for the community.
Without the Attendants, the Empire’s Military would have nothing to protect. Each Estate is fully serviced by a permanent staff of Attendants that remain tied to the property rather than the Officer that currently claims the Estate. Attendants will spend most of their careers in service of a particular building or location and are free to travel as they please.
Traditions
The codified traditions of the Empire of Armistice stand out in many ways that separate them from the other Birthrites of Quantum State.
Armisticians are known for engaging in the practice of harvesting sand to combat the westward encroachment of the Dust into the Empire’s grasslands. Armistice is the premier manufacturer of resources such as concrete, glass, and key electronic components. Armistice boasts the safest roads for travelers in the world, with endless lengths of pavement punctuated by armed checkpoints for security. There is a thriving Dark Market for those that know how to get things past the watchful eyes of the law. The Empire explicitly prohibits the Execution or Imprisonment of any living being. Killing an armed enemy combatant is a badge of honor, however, killing a person or creature that is unable to defend itself is tantamount to murder under any circumstances and will be treated as such in the eyes of the law.
Armisticians are revered hunters, trappers, and woodsman. Armisticians live for the thrill of victory and a successful hunt is no exception. They do not view hunting as murder, because often the hunter can be killed by their prey. They love to adorn their living spaces with trophies and will regale anyone that will listen to them with stories of past conquests.
An obvious signifier of an Empire territory is the presence of a Sparrus Court, a large stone ring in a central location in town. The Courts are open-air and accommodate multitudes of spectators to witness any potential conflict resolution taking place. Another Armistician trademark is the presence of bathhouses and grottos for public bathing and relaxation. The Grottos house beautiful paintings, ornate sculptures, and vibrant gardens that are often accompanied by aromatic scents and soft, gentle music. There is a massive man-made island in the Male Vistis called the Drifting Grotto that is a veritable paradise on Salt that drifts about on the waveless sea.
Values
Armistician values have served to foster their growth as an Empire and as a people. Their values were first codified in the Code of Armana.
Armisticians place a great deal of importance on bravery, determination, and integrity. Soldiers attempt to project power and fearlessness while Attendants hold great pride for the discipline of their work. An Armistician will always give it their best effort. Anything worth doing is worth doing well.
The Empire’s people can be incredibly competitive and obsessed with victory. They love to hunt, play games, race, gamble, and partake in other binary activities where there is a decisive winner. They constantly seek positive reinforcement and often have phobias of failure, weakness, or inferiority. When left in an environment without structure, they can be penchant to overindulge in behaviors that are best with moderation.
Armisticians are incredibly protective of their wards, for as long as they acknowledge their authority. If an Armistician feels responsible for you, they will push themselves to the absolute limit of their ability to see through to your safety. Armisticians despise bullying and will often rise to face a belligerent aggressor on the behalf of the unprotected.
This mindset also causes Armsticians to police the behaviors of others, becoming frustrated when something fails to meet their standards.
Armisticians are often overtly sentimental and passionate people. They adorn their uniforms and personal effects with trinkets, trophies, and memorabilia and spend their idle time fondly reflecting on past experiences. They commission paintings and sculptures of their friends and loved ones and take great joy in visiting museums and monuments. They also have a habit of brooding and ruminating on negative emotions when they feel wronged or unable to express themselves.
Vices
In the Empire of Armistice, there are many vices for people to seek out when their lives become tenuous. So naturally, Armisticians have the stomach for violence and seek the thrill of battle. The Empire supports this thirst with numerous Arenas for entertainment. Fighters and gladiators from the Arena Circuit can become famous the world over for their talents in combat. This, paired with the legalization of gambling in the Empire, has made professional fighting a wildly lucrative career path for Armisticians and outlanders alike. The most famous Arena, the Gran Garde, houses a simulation biome, allowing contestants to battle under any perceivable condition.
The commerce brought here by Axian Immigrants has made it into the premier gambling center of the world. In the Empire of Armistice, a significant number of substances and practices are explicitly illegal. Members of the Armistician Military are honor-bound to serve the law. This makes most recreational chemicals challenging to obtain outside of the Dark Market. Armisticians will often shun those that break the law. Armisticians that break sobriety are often unfamiliar with drugs or moderation and thus frequently find themselves victims of addiction. Armisticians struggling with addiction are often viewed as weak and will receive little to no assistance from the Empire. The people of Armistice rely heavily on routine. If an Armistician misses their morning workout, they will often complain of fatigue, stiffness, or a lack of energy. Armisticians that break all practices for extended periods become languorous and lazy, finding difficulty in “rolling the boulder,” as they put it.
Wealth
Wealth in the Empire was relatively well-distributed. While Axian Currencies do circulate within the Empire, it has little impact on a citizens’ access to resources or overall quality of life. Wealthy Armisticians have access to more luxury or higher-quality goods or services. Still, necessities such as food, housing, clothing, and water were provided by the Empire to its citizens for free. During periods of heavily strained resource availability, poverty, dehydration, or starvation can be a real threat regardless of social caste.