((This Page is a WIP and only being used for Testing Purposes))
{{Info Artifacts
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Curias, or Courts in Proto-Regalian. These Curias have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government.
|image = Rkpick.png
|name = Sparks of Joy
|origin = [[Minor Faiths#The Mortis Cult|The Consigner]]
|type = Accessory
|}}
The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for its own nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate around the performing arts communities of escape artists preparing for their death defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.
==test==
==Description==
Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstance. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.
Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the [[Resources#Artifacts|Resources]] Page. For Rules on Artifact ownership, see the [[Artifacts]] Page.
===Permanent Mechanics===
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===Sparked Mechanics===
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*
===Sparked Combat Mechanics===
*
*
==Collectible Artifact==
Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:
*Marty Will Fill This In
*The '''UNIQUE NAME''' Collectible inherits the Permanent Mechanic of Ivory Picks but can only be used by '''WHOEVER MARTY/ALEX WANT TO USE IT'''. While there are several '''UNIQUE NAME''', each looks unique, though should be inspired by the appearance of Ivory Picks.
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Curia Cordis are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.
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*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.
*Dictates the creation of Charters.
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.
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*The right to allocate government finances on behalf of the State
*The right to set taxation levels for the State
*The right to maintain the State budget
*The right to carry a weapon for ceremonial and self-defense scenarios
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.
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*Dictates the forced conscription of soldiers within the Regalian Archipelago.
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.
**As an example, this would record an Allar with knowledge of Hadar's geography.
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:
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*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government
*The right to negotiate with foreign nations on behalf of the Regalian State
*The right to carry a weapon for ceremonial and self-defense scenarios
*The right to create ad hoc committees focused on a specific diplomatic mission
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.
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*The right to investigate Occult events on the Crown Isle on behalf of the State
*The right to safely secure Occult objects on behalf of the State
*The right to register all Noble Court Mages
*The right to grant White Status permits to Occult Persona on the Crown Isle.
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.
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*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.
The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise. A list of the Belliard Representative's full rights and responsibilities are as follows:
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*The right to issue Puretek Permits on the Crown Isle
*The right to keep a private registry of all registered Puretek users and owners
*The right to carry a weapon for ceremonial and self-defense scenarios
*The right to carry and use Puretek on the Crown Isle
The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for its own nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate around the performing arts communities of escape artists preparing for their death defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.
Description
Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstance. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.
Artifact Mechanics
Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the Resources Page. For Rules on Artifact ownership, see the Artifacts Page.
Permanent Mechanics
Sparked Mechanics
Sparked Combat Mechanics
Collectible Artifact
Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:
Marty Will Fill This In
The UNIQUE NAME Collectible inherits the Permanent Mechanic of Ivory Picks but can only be used by WHOEVER MARTY/ALEX WANT TO USE IT. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Ivory Picks.