Muria Organization in Argent | World Anvil
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Muria

The rolling hills and golden fields of Muria. A simple place, inhabited by simple folk. With the exception of those who reside along the coast, the majority of Muria is known in Murine as "The First Home", and is home to a large portion of mousefolk as well as a few humans, and a number of immigrant settlements from previous residents of Sear. Mostly those of Pocket as well as those who managed to escape the Archon's influence. The lands of inner Muria are gorgeous, with vast open fields, beautiful and lush forests, golden fields of wheat and other crops that go as far as the eye can see, and a generally happy populous. Muria is for the most part, a peaceful land.   On the other hand, the coastal region of Muria. Originally known colloquially as "The Cage", originally as a derogatory term for the original mousefolk having given in to Elven culture and stepped away from their natural roots. Many more traditional mousefolk consider the founding of Murinechire to be akin to a field mouse willingly stepping into a hunters cage, to then be trained to dance, or in this case, run banks and manage sales in one of the largest cities in the world. The majority of the Cage is more modern port towns, with Murian gunsmiths, engineers, and weavers making up the majority of their economic income. Trade is incredibly big in Muria, specifically the coast, with Murinechire as the shining beacon of hope for the last few generations of young mousefolk. Those who step aside from the traditionalism look forward onto a bountiful world of business and riches should one have the cunning and wit to climb the mercantile ranks of their booming capital city.    

Inner Province

The inner lands of Muria are home to some of the sweetest people you'll meet, with traditionalists of all kinds. The people of inner Muria, unlike their caged kin, use a barter style system far from the currency exchange so common in Murinechire. With the large disconnect between the two, there's a rather consistent conflict of interest when it comes to large decisions as a province. Though, as they've never done them wrong any ways besides culturally, the Murian's seem to have no issue falling under the rule of Murinechire's elected government.   Individual villages will be run by chiefs, chosen often based on age and experience, but always chosen by the community. They are almost entirely disconnected from the Murinechire political system, and it's good that that's the case. The inner Murian's would be appalled by the greedy political game that's played within the walls of the city. Instead, the people of Muria stay entirely absorbed in their own small communities. Where a single murder in a big city like Murinechire is nothing, something as minor as an injury to the leg while hunting could be the talk of the town overnight. Murian's seem to get closer together and tighter knit the further away from the coast you go.  

History

The mousefolk have always been native to Muria, but only in recent times has their connection to the economic system of Sedden been so tightly knit. While mousefolk have always been kind and helpful folk, it wasn't till a few generations ago when a few opportunistic mousefolk founded the small coastal trading post soon to be known as Murinechire. It's history is complex in it's own right, but since then it's had an incredibly polarizing effect on the people of Muria.   Not only separating traditionalists from the capitalists, but also dividing the ratfolk and mousefolk further than they've ever been. With the ratfolk being forced to their own communities already because of the cultural stigma around them being considered 'less than' or 'dirty', they would easily find themselves lured in by the promise of equal opportunity and a chance to rise up. Though, many ratfolk instead find themselves pushed to the bottom of the pyramid by a system built to keep them out. Crime in the undercity is incredibly prevalent, with ratfolk being the first to introduce the engineering marvels of gunpowder and steam to the mousefolk, they'd be the first to used it against them too. You'd be hard pressed to find someone who isn't armed in some way or another in the undercity, and the most common way this is the case, is with simple firearms. Parlor pistols, for the most part. Though these guns are harmless to the experienced or battle hardened, they're still incredibly lethal to the fellow ratfolk they're often used on.  

Trade & Transport

The people of Muria, when they first started growing into the trade hub they are now, needed ways to be a cut ahead of the rest of the competition. With those of Iquonial slowly developing their magic, and those of Filyn'Drast constructing their flying machines, they needed an edge. As things developed, a young ratfolk boy would discover a strange substance being offered to him by a dwarven traveler. It was black, and almost like sand. This would soon be dubbed 'black powder', appropriately, and be used for a plethora of industrial advances. As the people of the Shelf brought steam to the Murian's, they brought gunpowder to Sedden, and the two discoveries revolutionized the way people lived. Though, the ratfolk are rarely given credit for this invention. It's hard to find the young boys name, even in the best libraries.   Entire empires were built on this age of automation and invention. Auburn was built on manufacturing, with it's entire economic purpose to be a nation of factories. Harna would find them being the southern Seddenese's Murinechire, as they became the hub for all invention to the south. Muria continues to remain a massive presence both politically and in the fields of both business and innovation.   Murian's on the coast are almost all familiar with ships, be it in the air or on the open ocean. Though those of inner Muria may be less practiced, it's considered common knowledge in Murinechire to know your way around a ship. Small sail boats, as well as gondolas are used to traverse the city through it's network of gorgeous canals. The people of inner Muria aren't helpless though, with most inner Murian hunters to keep with them hunting hounds, who double as mounts.

"How can I help you?"

Type
Government, Leadership
Alternative Names
The First Home or The Cage
Demonym
Murian
Currency
The Murian Gold Piece (Symbol: Ꮆ) The defining Seddenese currency, and the baseline for all other currency evaluations.
Location
Official Languages
Neighboring Nations

Housing Mechanics


Soaring Province

Demand: Soaring
Land Quality: Squalid - Aristocratic
Possible Docks: Air, Planar, Water

Inner Province

Demand: Inner
Land Quality: Poor - Comfortable
Possible Docks: Air, Planar

Special Rules: The housing mechanics for Murine are separated into two locations. The inner province, and the coastal province. The damand, Land Quality, and what docks can be built in constructions within that area are ordered as Inner then Coastal. Much like the the other aspects, the special rules are also different depending on the region of Muria you're constructing your home in.   If your structure is built in the inner province, Boutiques no longer generate money. Inner Muria functions on a barter system, and so they instead generate items, and those items are chosen in the resolution log of where the currency would normally be generated. These items can be any normal item you could purchase so long as it is not a weapon, or armor. You may also choose to generate items from the Alcohol and Refreshments, Animal and Livestock, Flowers and Herbs, Fashion and Leatherworking, and Songs and Instruments trade license shop lists.   If your structure is built along the coast, Boutiques active in structures that also contain a water based Docks produce at a rate economic condition one stage higher than normal. The income of Muria's naval trade is it's most profitable sources of income. Modest generating like it was Comfortable, Comfortable like it was Wealthy, and so on. If it would normally produce at an Aristocratic rate, it instead produces at a rate of ×2 rather than the Aristocratic usual of ×1.5.

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