The Kingdom of Morne Organization in Aldris | World Anvil
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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.
Duke Alfred Caius Divinatas: The oldest member of the Council, Alfred is an elf diviner and the head of House Divinatas. He is one of the only people to have been elected King of Morne and turned down the nomination, preferring to advise and serve rather than lead.   Duke Lotus Evocaras: A Firbolg Way of the Elements Monk, Lotus keeps a calm and friendly demeanor to his friends and a merciless decisiveness with his foes. He understands that destruction is naturally rampant and requires a tempered hand, doing his best to teach others to keep patience in the highest regard, but to also make their chosen release of desolation a quick, focused, and deliberate statement.   Duke Kristoph Aelus Conjoras: Otherwise known as "Kristoph the Crazed", Kristoph is a balding human man who is known to conjure beasts and travel deep into both the Sagewood and Dreadwood to study and commune with magical creatures. He often also speaks with the druids within the land, though he may deny it to save face with the rest of the council.   Duke Valinore Ex Illusias: A Changeling who takes the form of a human, Valinore also holds the position of Master Herald for the Queendom, taking care of all announcements and information that needs to be heard (or not heard) by the public. He commands monstrously strong power as the informer of the realm, and it is often that people go to him to handle scandals, coming outs, and peacekeeping.   Duke Shaepus Transmorgas: A 500-year old halfling Transmutation Wizard, Shaepus is engaged so deeply into his work and research that sometimes he doesn’t attend Council Meetings, a responsibility that often falls to his steward Morgan.   Duchess Scara Callowae Nestrodamas: A high elf wizard, Scara has suffered through the death of her husband and son and confined herself to her keep, rarely emerging only for political functions of utmost importance. She is said to suffer from bouts of paranoid and mania due to witnessing her husband being disintegrated before her.   Duke Oswoode Enchantras: A stoic gnome bard, Oswoode always says what they mean and think, with no room for deception or misinterpretation. They work hard to avoid fueling the negative connotations their school of magic is known for, working on creating a licensing agreement to use Enchantment similar to the Necromancy school.   Duchess Claudia Arryn Abjuras: Also known as "Morne's Lioness", Claudia is an enforcer and Commander of the Swords of Morne. She is a female half orc and adopted daughter of the queen's sister Agatha Arryn. She is eager to prove herself as worthy of the title but wary to be pulled to one side of the other via manipulation. She does her best to avoid becoming a pawn to the agendas of other lords but is still in need of the trust and wisdom of others to supplement her rulership.

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:
There are a variety of towns and villages in Morne as well:
  • 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
Government System
Monarchy, Crowned Republic
Power Structure
Feudal state
Economic System
Market economy
Location
Controlled Territories

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