Khallex Imperium

The Khallex Imperium is a large civilization founded by a race of dark-skinned humans who were known for their exotic and rich social culture before they became obsessed with magic, and they gave birth to the tiefling race, by breeding humans with demons.

Today, the Khallex Imperium is still a thriving civilization, but has largely been shunned by the world for their irresponsible arcane practices, and their immoral experimentation. Only the largest world powers will deal with them, as they are recognized as a necessary evil - no one world power wants to risk the other obtaining any advantages from the Imperium falling into their enemies hands.

History
The Khallex Imperium was once a richly exotic nation-state known as the land of Khallex, located in the western jungle region of Terragard. The Khallexian people were shrewd traders and their land was exceedingly beautiful, this naturally led to the bustling tourism and commerce trade that brought Khallex to its apex in the third age.

Khallex attracted many types of people as the hub of western Terragard, and it wasn't long into the third age when corruption from outside sources manifested within their leadership. The Khallexian government began funding experimental arcane research at the suggestion of some foreign nobles, and it led to significant advances that made Khallex the foremost authority on arcane research and magitech.

Unknown to many in Khallex, a lot of these arcane advances were direct results of cohorting with demonic forces, and the corruption of the demonic influences spread quickly within the upper echelons of the Khallexian government. The Khallexian leadership quickly formed the Imperium - a collective of government leaders who started ignoring the welfare fo the people are began reforming the laws to support their own goals, laying claim to regions of the land for personal use and enslavement of its people, ruling that demon lords could walk unhindered through the capital, and were given advanced social status, wealth and power. The leaders had abandoned their people in exchange for power, secrets, and wealth in the throes of demonic corruption.

Shortly after this, the first few Tieflings showed up in the capital and were granted the same advantages of their full demon creators. They began to number in the hundreds and soon thousands, and eventually replaced the leadership entirely over the course of a hundred years. They were not inherently evil, but were viewed as an affront to the decency of the civilized races, and were treated with hostility outside the Imperium's domain, often seen as monsters or demons, though they were only half fiendish in blood.

Khallexian diplomatic relations halted and when it's allies discovered the rampant corruption of demons, the Khallexian Imperium was reviled among all nations, and some ever went to war with them, unable to tolerate such brash disregard for the religious order established by the Gods, claiming demons infraction onto the mortal world would not be tolerated by the holy warriors of their pantheons. The imperium's enemies were surprised to see that no demons were found to be fighting for the Khallexians, the Khallexian people were conscripted into the Imperium's army, humans and teiflings alike, and many were slain in the name of their leaders' transgressions. These wars fizzled out after a few decades, though the diplomatic ties were long gone.

Surprisingly, it was the teifling elite social class that overthrew the demonic leadership in a coup that was over before many knew it had started. The Teiflings called for an end to the caste system that granted them elevated social status, and even integrated Khallexian human leaders within the new establishment of leadership. The Khallexians began to slowly rebuild their diplomatic ties. This new leadership reestablished the laws that granted freedom to the people and ushered the Imperium back into an age of prosperity, and the people worked hard to rebuild Khallex back into an establishment to be proud of.

Trade
The Imperium is still reviled by travellers and traders, and has been almost completely separated from the modern trade world, mainly because the imperium has been shunned by The Merchant's Guild, which owns much of the routes and contacts needed to expand into most major regions, so the Imperium rarely engages in outside trade with other nations except for the secret and booming trade of magical artifacts and arcane secrets allowed through official government channels to other powers within the region.

There are quite a few independent trading caravans that operate from privately-owned companies and businesses that are based in Khallex, and they do enjoy profitable trade in exotic goods such as silks, spices, and other exotic wares and trade goods from the Imperium, when they can find a receptive buyer. Most of the time their caravans are set up outside of city walls and borders, where they are a roadside attraction and are often seen as smugglers, or suspected of performing foul magicks simply due to the history behind their origin country.

Imperium
The Imperium, though founded in dark and corrupted times, was not dismantled once the leadership was replaced and government reformed to an upstanding establishment of the Khallexian people once again. The Imperium is now led as an arcane school of research and inventive application, but is said to be highly secretive due to its advanced value in the work they perform. Anyone who enters the Imperium arcane labs and schools typically works their whole life there, and works to advance their people's quality of life through magic and trade of arcane advances to fund the country's government in place of normal trade.

Structure
The Khallexian Imperium is led by a council of Teiflings and humans in a diplomatic process similar to most other countries.

There are elected representatives from many influential houses, and from each working caste that dictates most of the day-to-day governmental efforts.

Under the elected representatives, are the people, who have the power to suggest changes and vote on them within their caste or nobility.

Goals
To repair the damage done by the ancient Khallexian rulers when they succumbed to Demonic temptation.

To protect their way of life and traditions, as well as the people and the welfare of the Khallexians.

Limits
Will not divulge secrets related to the source of their arcane prowess.

Will never again make the mistake of sacrificing the welfare of their people in exchange for power or wealth.