The Kingdom of Morne
The Kingdom of Morne is an expansive empire located on the continent of Jálus, ruled by the ancient queendom from the capital of Eva Morne. A site of nearly unlimited potential, inventiveness, and innovation, the empire stands tall upon stacked cities, weaving streets, whilst its guards are armed with magic and blade, firearms slowly beginning to burgeon through the efforts of the Clock.
Structure
- The Empress Queen/Emperor King of Morne: The High Queen of the Empire who holds final say and commandment of all things regarding her lands, elected to power out by the vote of the Council of Eight. Upon election, they rule concurrently in a constitutional monarchy.
- The Council of Eight: The Council of Representatives of each of Morne's eight districts and prestigious families, each ruled by a Duke or Duchess. Each family is named after a school of magic due to Morne's heavy arcane focus and influence.
Culture
The people of Morne are polytheistic, worshiping the Dawn War Gods along with various other divines as well that are allowed by the city government. Gods that are viewed as illegal to worship are listed below:
- The Mask, Bhaal, Myrkul, Malar, Asmodeus, Torog etc.
Demography and Population
Humans, Half-Elves, Elves, Gnomes, Halflings, and Dwarves are common throughout all of Morne.
- Dwarves traditionally come from the Stonemarch, a city built on the lip of Morne's largest mountain, Mithril Heights.
- The Elves traditionally come from the city of Vancantos in the Sagewood.
- Gnomes come from The Clock Towers and Halflings keep to Little Borough.
- The Tabaxi and Leonin emerge from the Nomadic tribes of Felassan, coming from across the trading boats.
Territories
Morne controls the majority of the Jálus mainland, particularly the southern territory up until the edges of the Dreadwood. Below are the eight regions of Morne, each governed by an associated family of the Council of Eight:
- Merceria: This region is ruled by House Evocaras, seated at the edge of the Evocar Coast at the eastern-central part of the kingdom right beside the start of the Dreadwood. They originally held dominion over the Isle of Longwall, but it has since been taken over by the Helgen Raiders, renamed Nov Helgen.
- Fransear: This region is ruled by House Enchantras and houses the Clock Tower, headquarters of the Clock, and the technological marvel city of Metron May.
- Sutherland: This region is ruled by House Conjuras.
- Omnia: This region is ruled by House Divinatas, situated at the edge of the Sagewood. It houses the Amaranth Tower, a colossal library holding all manner of historical lore and knowledge, guarded by the Amaranth Order, followers of Ioun.
- Harmonia: This region is ruled by House Transmorgas, and holds the headquarters of the House of Brewers.
- Antonia: This region is ruled by House Illusias, holding the immense Chroman Theater that houses the greatest plays and performances in the kingdom.
- Highcroft: This region is ruled by House Abjuras and is the agricultural center of the kingdom, heavily protected and guarded by Abjursts so as to make sure the realm does not go hungry or without food, water, and wine.
- Ravnya: This region is ruled by House Nestrodamas, housing all manner of darker creature and serving as the necromantic center of the realm, primarily due to its neighboring the Black Rifts of the Shadowfell. Undead soldiers and powerful necromancers command armies of the dead to watch over the Rifts, preventing invading creatures from getting to far. This realm also houses the ancient, mountains territory of the Bloodlands, where ancient vampires of noble blood rule and keep peace with the kingdom of Morne under their alliance with House Nestrodamas.
- The Sagewood: A cordoned off space of the forest that leads up towards the Dreadwood to the north, sectioned off by the kingdom for their magical students to experiment and explore, and their laborers to mine, harvest, farm, and loot.
- Skullwater Bay:
- Winslow: A village in Morne
- Shiloh:
- Willow Brooke: A village in Morne.
- Draelés: A town in Morne.
Military
- The Swords of Morne: These are the constant guard present throughout all of the realm, formed as a mixture of police and standing military. They train both martial warriors and magical casters to serve the Kingdom.
Technological Level
Morne has developed a number of technological marvels over the years.
- Plats: Runic enchantments and transmutative magic has allowed for the construction of floating platforms capable of carrying heavy weights for construction and transportation purposes.
- Airships: Morne has developed hot-air powered airships.
- Clockwork Golems: These golems have been created to serve as both public and private security systems. Their predecessors, the Warforged, were unearthed years ago and have since begun to be integrated into modern society.
Religion
There are few deities whose worship is outlawed within the realms of Morne, listed below.
Foreign Relations
- Nov Helgen: The Mornish are currently dealing with the incursion of the Nov Helgen, an invading force of seafarers from the east with whom talks of peace and trade have begun to sprout under the leadership of Alfred Divinatas. However, hostilities still remain strong.
- Leone: The Isle of Leone and its two tribes of feline-folk and reptile-folk have been vying for the Morne's favor, hoping they will aid one of them in overtaking the other to end their constant conflict.
- The Dreadwood: Morne has established peace and trade with some of the tribes, while others seek to undermine to the city due to their superstition and belief that the Mornish intend to take them over.
- Skullwater Bay: Morne has an ongoing feud with the pirates of the west, having engaged in constant open and cold warfare for years.
Education
- Charonfire Institute of Arcane Studies: A wizardly institute made to teach the magically inclined and those of sorcerous bloodline, headed by Elias Charonfire.
- Songweaver's Seminary: A bardic college focusing on teaching history, diplomacy, and bardic magics.
- Haven Academy: A colossal college for the noble and well-to-do, having campuses in each region.
- School of Makers: A trade school to teach builders, runic crafters, and other trades necessary for the upkeep of the realm, sponsored by the Stonemarch Union.
Infrastructure
- The House of Brewers: The House of Brewers is an alchemical guild dedicated to alchemy.
- The Clock: The Clock is a forging and tinkering guild dedicated to the construction of many of Morne's technological marvels.
- The Hunter's Mark Adventurer's Company: A company focused on providing work for adventurers and mercenaries, started by then-adventurers now-nobles tieflings Lord Marcus and Lady Edith Rosenwood.
- The Moonlighters: The Moonlighters is a thieve's guild within the Kingdom of Morne, focusing on the theft of various goods.
- The Handflame Boxer's Union: This is a boxing and gladiatorial union, responsible for sponsoring all forms of sport: from boxing to horse-racing to jousting to dueling.
- The Augur's Court: The Augur's Court is a guild dedicated to the study and apprenticeship of mages and magic.
- The Ironpath Carter's Service: A carriage service that provides protection for nobles and common folk alike, traveling across all Eight Mornish Regions.
Type
Geopolitical, Empire
Capital
Alternative Names
The Black Powder Empire, The White Crown Kingdom
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Mornish
Leader
Government System
Monarchy, Crowned Republic
Power Structure
Feudal state
Economic System
Market economy
Subsidiary Organizations
Location
Controlled Territories
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