

Table of Contents
Within the Empire, several pivotal organizations uphold its strength and ideology.
Allied Army
Regular Imperial Army. The backbone of the Empire’s power projection across the land. By Imperial wartime law, military service is mandatory for all citizens. Astral mutants, however, are exempted from military service.

Imperial Navy
The Imperial Navy is the backbone of the Empire’s power projection across the Astral. It maintains control over key trade routes, defends Imperial holdings, and ensures the safety of Astral convoys from League incursions, pirates, and other threats.
Primary objectives:
Patrolling and protecting Imperial shores
Defense of Imperial Borders
Engaging hostile forces in large-scale Astral battles
Ensuring the safe passage of military and government vessels
Hunting down and eliminating outlaws in the Astral
The Imperial Navy is commanded by an Admiral, who answers directly to the Great Mage Yasker. The fleet itself is divided into regional battle groups, each under the command of a Counter admiral.

Imperial Guard
Organized after the Night of Astral Portals, this special regiment consists of seasoned soldiers. Imperial Guardians' officers lead the larger Imperial Army, which is resupplied with fresh recruits that undergo intensive training annually. The faction is ordered by commodore Sturm of Rampant, directly reporting to the Great Mage Yasker.
Imperial Militia
The Imperial Militia is the primary law enforcement agency in the Empire's urban centers. They maintain public order, enforce laws, and ensure citizens' safety.
Ranks of Imperial Regular army, Imperial Militia and Imperial Guard, from lowest to highest:

Cadet (Militia) / Recruit (Regular army, Guard)
Private
Gefreiter
Sergeant
Starshina
Detective
Sergeant Detective
Praporshik
Lieutenant
Captain
Major
Colonel
General
Commodore
Imperial Special Forces

Yasker’s Hawks
An elite regiment personally answering to the Great Mage Yasker, the Hawks serve as the Empire enforcers, protectors, and executioners. They are handpicked from the most disciplined and battle-hardened warriors across the Empire — seasoned veterans of the Imperial Guard, the Committee, the Navy and the Militia. Their primary duty is to eliminate threats to the Empire from within. Given their unwavering loyalty, unmatched training, and access to the finest mana-tech weaponry and magical artefacts, they are deployed only when absolute precision and ruthlessness are required. To cross the Hawks is to cross Yasker himself, and few live to regret such a mistake.

Psi-Ops
The Committee’s most clandestine force, Psi-Ops operatives specialize in psionic warfare, counter-intelligence, and the suppression of ideological dissent. Their training is as brutal as their methods — mind-breaking interrogations, memory manipulation, and telepathic infiltration are but a few of their tools. While the Committee itself is feared for its reach, Psi-Ops ensures that feeling. These agents operate in deep cover, capable of turning allies against one another or unraveling an enemy’s mind with a single thought.

DevCorp
A shadow unit of elite commandos, DevCorp is the Empire’s answer to threats outside of Her borders that cannot be confronted through diplomacy or open war. DevCorp executes high-risk assassinations, sabotages, securing V.I.Ps, retrieval of artefacts or technologies, and many other tasks. Their name is whispered in fear by those who stand against Hadagan rule. Masters of adaptive warfare, DevCorp agents are outfitted with experimental mana-tech weaponry and trained to strike from the shadows before vanishing without a trace.
Nezeb's Falcons (Defunct)
Before the Yasker's Hawks regiment, there was a mysterious Nezeb's Falcons, led by Vlad, who is widely known as the Nezeb's personal assassin. Nezeb's Falcon was a small unit, a company of a hundred elite soldiers trained by a secret program developed by the best military minds of the Empire. It is speculated by conspiracy theorists, that their primary goal was to assassinate other Great Mages on behalf of Nezeb.