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LARP / Empire

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Empire is a British LRP system run by Profound Decisions since Spring 2013. (source) . Characters are the heroes, movers and shakers of an Empire attempting to pull its way out of a period of decline. The game started shortly after the death of the latest Empress.


  • Annoying Arrows : Averted. Anyone armoured in anything less than a full steel suit of plate or chain immediately drops to 0 hits and starts to bleed out when hit by an arrow shot by an archer. Played straight by any player that happens not to notice the arrow, however.
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  • Citadel City : Holberg, a city so strong it has never fallen to an invader (even to the Empire - it joined by treaty). That was pretty useful during the thirty year siege.
  • Colour-Coded for Your Convenience : The major orc barbarian tribes all wear different colours - the Jotun wear red, the Grendal purple, the Druj green and the Thule blue.
  • Colony Ship : These brought the Highguard to the lands of the Empire - before there was an Empire, of course.
  • Dark Is Not Evil: The Eternals of Night are actually pretty nice - at least they can be. They can still be a problem for the Empire though - they encourage people to follow their passions, whether it is to fight to protect the Empire, or spread the heretical words of the false virtue of Hope.
  • The Dung Ages : It's not Dung, it's LAND and the Marchers are very proud of it.
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  • Everybody's Dead, Dave : Empress Britta dies in a Curb-Stomp Battle one month before the start of the campaign along with anyone who held any official imperial position.
  • Eldritch Abomination: Some of the Eternals (Extraplanar magical beings) are pretty much these. The Day realm in particular is known for Go Mad from the Revelation as a side effect of mistakes. Or certain big offensive rituals.
    • Eldritch Location The Black Plateau, an giant obsidian Pleateau which posseses some kind of intelligence and drives those nearby insane by its mere presence. It has recently Awakened.
  • The Federation: Despite its name, the Empire is this. It is a union of ten (previously nine) nations, who each control different territory and elect senators for their territory in unique ways. The nations are - The Brass Coast, Dawn, Highguard, The League, The Marches,Navarr, Urizen, Varushka, Wintermark and the Imperial Orcs.
  • Fighting for a Homeland: When Empress Britta died, the Imperial Orcs had no land to call their own, but could raise as many fighters as almost any other nation. After a few years, they were finally given a territory to call their own.
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  • Flat-Earth Atheist: The Way of Virtue (the Imperial Religion) claims that while a creator spirit does exist, it has no control over humanity, and it is up to humans to claim their destiny themselves. It accepts powerful beings like Eternals exist (and often deal with them) but they're not considered gods - and worshipping them or anything else is grounds for being convicted of idolatry.
  • Green Thumb: Spring magic involves controlling the primal forces of nature. This can give bountiful growth and healing, but also can cause storms and plagues to ravage the land.
  • Glory Seeker: The entirety of Dawn.
  • Higher Understanding Through Drugs: All priest skills are powered by a state-produced drug.
  • Honesty Is the Best Policy: The Brass Coast think so. In fact, they're so brazen and willing to speak the truth it gives the name of the nation.
  • Interrogating the Dead: Mages have two ways of communicating with the characters who have died: The spell "Voice for the dead" allows for talking to someone who has only just died while the ritual "Whispers through the Black Gate" summons the spirit of someone who died less recently.
  • Knight Errant: The nation of Dawn is full of these. As one can only join the nobility by completing a Test of Mettle, a quest chosen by a houses leader to prove their glory, plenty of Dawnish go out wandering to find monsters to slay and quests to complete.
  • Mage Tower: The spire is the standard settlement of Urizen - an airy tower on a mountain, where magicians can master their skills. Though they also the centres of Urizen agriculture and industry as well.
  • Magic Music: Music of the Spheres, one of the ritual traditions. A caster uses a different scale for each realm of magic, and maintain specific notes to define the purpose of the ritual.
  • Our Orcs Are Different: They can't access the past life's that humans can. Instead they hear their ancestors all the time. Some say this means they don't have souls. Orcs disagree.
  • Not So Different: The Jotun orcs are expansionist conquerors, who have taken human lands and suppressed the native humans, preventing them from practising their religion. However, they do offer status to those who fight for them, and are honourable on the battlefield when it suits them. This could be a word a word description of the Empire, with humans and orcs reversed.
  • Past-Life Memories : The State Religion has been developed from a succession of these, experienced while under the influence of Phlebotinum Pills.
  • Sacred Hospitality: Varushkans take it very seriously, and will take in strangers despite the dangers of their lands. But they have good reason to - many a monster disguised as human cannot change shape if they are treated as the role they take, so treating them as an honoured guest prevents them from harming you.
    • Wintermark also have a tradition of one night's mandatory (for the host) hospitality.
  • Shining City : The city of Bastion fulfils this role, being the centre of the state religion. It's essentially a city of monuments to the nation of Highguard.
  • Smoking Gun Control : If there is an off-screen, especially magical, way for the militia to prove the guilt of a player character then the lead will turn out to be a dead end.
  • Sorcerous Overlord: The powerful magicians Dragons (who are orcs) lead the Thule, barbarians from north of the Empire.
  • Tainted Veins: Briars and draughir can manifest visible green or black veins respectively as an effect of their lineage.
  • Teleportation: There's only one of them, and the Empire uses it to drop PCs behind enemy lines for small-scale fights.
  • The Theocracy: Downplayed. The Synod (the general body of priests) has the ability to investigate people for lack of virtue, veto motions and removed generals, senators and even the Empress, but it doesn't actually get to make the decisions itself.
  • Vestigial Empire: The Navarr. Once, their cities stretched across all of the lands now held by the Empire and beyond. But after the Vallorn destroyed their cities, they are now reduced to a few forest towns and many disparate groups wandering across the Empire.
    • Downplayed with the Empire itself. It has lost territory in the last generation, but it has reclaimed a lot of that now, and it is still by far the greatest power in the region.
  • When Trees Attack: The Navarr used to have cities. Now they're wandering traders and scouts in the Empire. This can be traced back to a magical accident that turned all their cities into homicidal forests.
  • World-Healing Wave: Double Subverted. A powerful spell of Spring magic sweeps across the war torn, poisoned land of Reikos - resulting in villages being swallowed up by forest, farmland turning to fields of mushrooms, and old buildings and relics crumbling away to nothing. However, the magic also removes the poison from the water, breaks the curse on the land and turns the battlefields lush and beautiful again.
  • Utility Magic: Ritual magic can bless farms, give wealth to businesses, enhance trading vessels and boost mines. It can also send messages, rot or preserve corpses, and has many divination rituals.
  • Unobtainium : Ilium. It's metal that falls from the sky, which has incredible magical properties (it's used to make permanent magical rituals and artefacts). It's so valuable that a ring's worth of it can be compared in price to a tonne of mithril (which is also insanely valuable).

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