The RimWorld Empire, explained

The Empire isn't an aristocracy — it's a psychic cult with a throne room. Where they came from, why the Emperor never shows up, and the title ladder that changed in 1.5.

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The RimWorld Empire, explained
Royalty DLC · Lore

Most explanations of the RimWorld Empire start with the titles. Freeholder, yeoman, knight, count, duke — a nice feudal ladder, borrowed from Earth, climbed with honor.

Two problems. The ladder is wrong, and it isn’t feudal.

It’s a cult.

The RimWorld Empire is an ultra-tech faction added by the Royalty DLC: feudal noble refugees who arrived on your rim with the remains of a fleet, technology nobody else on the planet can build, and psychic powers nobody else can get. That much every guide has right.

What follows is the rest — where they came from, why the Emperor never turns up, why the title ladder you’ve read about changed in version 1.5 and half the internet never noticed, and why “nobility” is the wrong word for these people.

7
TITLES YOU CAN EARN
6
PSYLINK LEVELS
12
DAYS THE STELLARCH STAYS
2
NEUROFORMERS THE BESTOWER CARRIES
Last updated 17 July 2026Royalty DLC

The Empire is a psychic cult with a throne room

The ranks are initiations

Read what the game actually says about the ranks. Not the fan wikis — the descriptions in your own colonist’s info tab.

A novice is “held by those who have recently been initiated into the ranks of the psychic cult.” An acolyte is “the first title of senior learners in the psychic cult.” A knight is “held by agents of the psychic cult who have fully passed their training.” A baron is “the lowest of the psychic lords who can act as a semi-independent ruler.”

Every rank from the second rung up is defined as a stage of initiation. And the ladder maps one-to-one onto psylink levels 0 through 6 — one rank, one link, all the way to the top.

This is the thing to understand about the Empire: a title isn’t a reward for having a psylink. The title is the psylink. There is no Imperial noble who happens to be psychic, and no Imperial psycaster who happens to be untitled. The nobility and the priesthood are the same institution wearing one hat.

What that reframes

Which reframes everything else they do. The throne room isn’t a status symbol, it’s a chapel. The bestowing ceremony isn’t a knighting, it’s an ordination. And the honor you grind isn’t social credit — it’s how far you’ve been let into the mystery.

The ladder changed in 1.5 and half the internet didn’t notice

Here’s where most guides are out of date.

Version 1.5 shipped a changelog line reading Re-flavor royal titles. It renamed three rungs:

  • Yeoman became novice
  • Count became archon
  • Duke / Duchess became dominus

The current ladder, the seven you can actually earn:

TitleHonorPsylink
Freeholder10
Novice71
Acolyte132
Knight / Dame213
Praetor314
Baron / Baroness455
Archon656

Above that sit four NPC-only ranks — dominus, consul, stellarch and emperor — all at psylink 6.

Two things worth flagging, because they trip people up.

“High stellarch” is not a rank. It’s a person — the highest-ranking individual in the refugee fleet, and the one who turns up in the endgame quest. You cannot become one, because it isn’t a title.

Consul is technically obtainable — but only if you convert the stellarch himself into a colonist. Which is a sentence RimWorld lets you write.

How badly did the rename land? Ludeon patched this in 1.6.4518, a full year later:

Fix: Royal Ascent was still mentioning ‘count’ rather than ‘archon’”

Their own endgame quest was still using the old name twelve months on. If the developers missed it, the guide you read in 2023 certainly did.

Where they came from

The faction description, verbatim:

An ultratech refugee society from the planet Sophiamunda. Their culture is based on a code of honor, a strict class system, and enforced social stasis. These are the survivors of a great calamity that tore apart Sophian society. They fled to the rimworld using the remnants of their fleet. Despite losing so much, their ships and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.

Sophiamunda was a glitterworld — one of the peak human civilisations, “swaddled in comforts by the strong arms of technology.” Its own place description reads like a brochure for a theme park with teeth:

“A techno-feudal world with castles and palaces. Native Sophians work as knights, squires, dukes, maids, and swordsmiths. Revolutionists and their rebels sometimes attack those living there. People carry warhammers and persona plasmaswords as personal weapons. Orbital mech cluster targeters, bio-engineered plagues, and armies of fallen knights have been deployed there.”

Note the tension. Glitterworld citizens are described in the lore as people who “often lack grit and are very trusting in people and technology.” Sophiamunda wasn’t that. Its military, unusually for a glitterworld, saw combat — planetary and ship-to-ship. Wars of succession were routine. It was a glitterworld that had not gone soft.

It fell anyway.

What actually killed them, and why the answer changed

Before version 1.3, the description was specific: “Invaded by powerful outsiders, they fled.”

Since 1.3.3066 it’s just “a great calamity.” The wiki flags its own uncertainty here: with the rewrite to a nonspecific calamity, it’s unclear whether the invasion is still canon.

So the honest answer is: we’re not told any more, and we used to be. The place description mentions revolutionists and bio-engineered plagues, which is suggestive — but suggestive isn’t canon, and RimWorld’s lore page carries its own warning that later releases retcon earlier ones.

Why the Emperor never shows up

Because he can’t. This is the setting’s load-bearing rule, from the lore briefing:

“But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.

Tynan Sylvester put it plainly the day Royalty launched:

“What arrives at the rimworld is a fragment of a destroyed Empire which was mostly annihilated by some unknown enemy. It’s a small refugee fleet with tiny numbers of people but very strong technology and an honor-and-tradition based culture. They’re led by a stellarch, the highest-ranking person in their faction. The Emperor never shows up in the game.

Look at the stellarch’s own description and the whole structure falls into place:

“The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.

The Empire on your rim isn’t a colonial outpost taking orders. It’s a fragment that swears loyalty to a man who may not know it survived.

The flavour is Byzantine and deliberately so — Tynan: “I’m getting Eastern Roman vibes.” Greek pawn names, Latin and Greek settlement names, cataphracts lifted straight from Byzantine heavy cavalry, and janissaries from the Ottomans who inherited the place.

The bestowing ceremony is the best scene in the DLC

Here’s how a colonist becomes nobility.

1
Earn honor
QUESTS, OR SELL THEM PEOPLE
2
Build the throne room
TO YOUR TITLE’S SPEC
3
Call the bestower
SHUTTLE, PRIEST, GUARDS
4
The ceremony
A DEVICE OVER THE EYES

Your colonist stands up with a new title and a new psylink level. The bestower is a ceremonial, priest-like figure who arrives by imperial shuttle with a retinue of guards and an eltex staff.

What he actually did was press a device over their eyes.

“A consumable archotech-created device that forms or upgrades a psylink in the user’s mind. The user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.”

That’s the psylink neuroformer. The Empire’s psychic power isn’t earned through study, and it isn’t in the blood. It’s an artifact, made by a machine god, physically installed in your skull by a priest during a religious rite, in a room whose floor quality he will judge you for.

And then there’s this:

The bestower carries 2 psylink neuroformers; if you wish, you may down, arrest, or kill the bestower to steal them.

He brings a spare. You can mug him for it.

RimWorld will not stop you, will not comment, and will absolutely tell the Empire.

Small detail worth having: the royal favor icon is shaped like the head of the eltex staff the bestower carries. And bestowers will simply leave if you expose them to tox gas or rot stink — dignity has conditions.

The other road to the same power

The Empire is not the only way to get a psylink. It’s just the only way with paperwork.

“A rare tree with warm, skin-smooth bark and long iridescent leaves… Only tribal peoples know the secret of this ritual. Anima trees’ psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.”

Two roads to the same archotech. One is a hierarchy, a shuttle, a throne room, a priest, and a device over your eyes. The other is sitting quietly next to a tree until grass grows.

And they’re mutually exclusive in practice. The Empire cannot use the tree. Tribals don’t get bestowed. The tree actively weakens if you build near it — it will not be institutionalised, and the Empire cannot conceive of power that isn’t.

Honor is not goodwill

Two separate currencies, and mixing them up is the most common Empire mistake.

Goodwill is diplomacy. Honor is standing inside the cult. You earn it from quests, or by selling people to a royal tribute collector — 3 honor per prisoner or slave, or 1 honor per 67 gold.

Yes, the honor system has a slave-trade tap. The Empire’s culture is built on “a code of honor, a strict class system, and enforced social stasis,” and the fastest legitimate way to climb it is to sell them human beings.

Titles, once earned, are sticky:

  • They’re inherited from acolyte upward
  • They never decay
  • They’re kept even if you go hostile — only your permits switch off
  • They’re lost only on renouncement, revocation, death, or resurrection

And your nobles will get precious about it. The thought for feeding an aristocrat a plain meal:

“That meal was below my station. My title’s formal requirements should always be respected.”

You can also just not bother

Worth saying plainly, because it’s the part the guides skip: the entire nobility system is optional. You can install Royalty, let the Empire land, never earn a title, and play RimWorld exactly as before. Nothing forces you onto the ladder. The Empire is a neighbour with a dress code, and you’re allowed to not care.

CLIMB THE LADDER IF
  • You want psycasts — there’s no other route to six levels
  • You want a reason to build beautiful, useless rooms
  • You want an endgame that isn’t a spaceship
  • You want their caravans and trade ships
IGNORE THEM IF
  • You want a colony sim, not a court
  • Conceited nobles who refuse plain meals sound like a chore
  • You’d rather not have a shuttle audit your floors
  • You plan to butcher humans. They notice.

What you give up by not caring is real, though.

Trade. The faction description ends with a line that’s easy to skim past: “They will refuse to trade with anyone who lacks the appropriate royal title.” This isn’t goodwill-gated, it’s rank-gated. Knight or dame gets you their caravans and settlements; baron gets you their trade ships. No title, no shop — no matter how much they like you.

Permits. Titles unlock permits: resource drops, shuttle evacuations, troop call-ins. These are the practical reason most players climb at all, and they’re the first thing switched off if you go hostile — while the titles themselves stay.

Psycasts. Obviously. Every rung is a psylink level, and there is no other route to six of them short of a very patient tribal and a very old tree.

And going the other way has a price. Anger them and you’re not fighting outlanders — you’re fighting an ultratech faction with cataphracts, shuttles and psycasters, whose soldiers dissolve their own gear on death so you can’t even loot the win.

The Empire doesn’t punish you for ignoring it. It just quietly stops being the best thing on your map.

Royal Ascent: the ending

Get a colonist to archon and the endgame quest opens. The high stellarch — the de-facto leader of the Empire, since the Emperor is unreachable — comes to visit.

He stays 12 days. He’s a level 6 psycaster with four cataphract-armoured Stellic Wardens. His demands are exactly those of an archon, and you must keep his mood above 25%. For the entire visit, raids come in from everyone who wants him dead.

Survive it, board the shuttle, and:

“You’ve escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you’ll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. The choice is up to you.”

Two strategy notes from the wiki that say more about the Empire than any lore page: “A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile” and “Don’t expect to butcher humans and not peeve off the stellarch.”

The deserter

There is exactly one way to formally break with the Empire, and it’s a single quest — not a questline.

Around day 26, someone deserts and asks for shelter. Take them in and you get: the deserter as a colonist, −200 goodwill (capped at −100), a fight with a “loyalty squad”, and an abandoned Empire outpost on the map holding two psylink neuroformers.

Because the quest fires so early, that loyalty squad is often one trooper.

That’s it. There is no betrayal arc, no rebel faction, no second act. The wiki is blunt: “there is no special ‘betray the empire’ questline or mechanic, beyond the aforementioned quest.”

If you want the Empire to be a real political opponent rather than a shop with a dress code, you need mods — which is a different article: Vanilla Factions Expanded – Empire, the overhaul that turns the Great Hierarchy into something you can live inside.

What they actually have

The Empire is ultratech — “the peak of human technological achievement; necessary for a glitterworld civilization.” One rung below archotech, which humans cannot build at all.

So the Empire’s defining power is borrowed. They can build cataphract armour and persona weapons and shuttles. They cannot build a psylink. For that, they ask.

The kit: imperial shuttles, cataphract armour, persona weapons (a secret “known only by the Empire”), eltex gear, biocoded weapons, aerodrone strikes — and a death acidifier in every soldier, which dissolves their gear when they die, specifically so you can’t loot it.

One detail I love. In 1.2.2753:

“Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons)”

Someone realised a refugee fleet doesn’t have orbital guns parked over your planet. So the strikes became drones. That’s a studio fixing the fiction, in a permit name, for nobody.

And this, from their settlements:

“Despite being ostensibly space based, the Empire maintains settlements on the surface of the planet, presumably as outposts”

Every one of those outposts contains a barracks, a shuttle pad — and a throne room with fine flooring, a meditation throne, drapes and braziers.

They are refugees. They lost their world. They land on a backwater rim planet, put up a shed, and build a chapel.

That’s the Empire.

FAQ

Is the Empire in the base game?

No — the Empire arrives with the Royalty DLC. Without it there is no Empire, no titles, no bestowing ceremony and no psycasts. Owning Royalty doesn’t commit you to any of it either: the nobility system is entirely optional, and you can run a whole colony without ever earning a title.

What are the RimWorld royal titles in order?

Freeholder, novice, acolyte, knight/dame, praetor, baron/baroness, archon — those are the seven you can earn, one per psylink level. Above them sit four NPC-only ranks: dominus, consul, stellarch and emperor. Version 1.5 renamed three rungs (yeoman to novice, count to archon, duke to dominus), so older guides still list the old names.

Can you become the Emperor in RimWorld?

No. The Emperor never appears and cannot be reached — the lore’s own reasoning is that nobody can govern people who are years distant by every means of travel and communication. The highest rank you can earn is archon. The endgame quest, Royal Ascent, has you leave with the high stellarch instead.

What is the high stellarch?

A person, not a title. He’s the de-facto leader of the refugee fleet, since the Emperor is light-years away, and he turns up in the Royal Ascent endgame quest for a 12-day visit you have to keep him alive and in a good mood through. You can’t become one — there’s no such rank.

How do you join the Empire?

You don’t join as a faction. You earn honor — from quests, or by selling prisoners and slaves to a royal tribute collector at 3 honor a head — then accept a bestowing ceremony in a throne room built to spec. Each ceremony grants one title and one psylink level.

Is honor the same as goodwill?

No. Goodwill is diplomatic standing between factions; honor is your standing inside the Empire, and it only buys titles and permits. The two move independently — you can be at war with the Empire and keep every title you ever earned. Only the permits switch off.

What happens if I kill the bestower?

He carries two psylink neuroformers, and the game explicitly lets you down, arrest or kill him to take them. You get the devices; the Empire gets a dead priest, and reacts accordingly. The titles you already hold stay yours — only your permits switch off while relations are broken.