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Morgrave

117 S

People

The History of Morgrave so far

Once, before the gods arrived, a people called "the Outsiders" lived on Morgrave. The holy texts tell of how they enslaved the mortal races and forced them to do manual labor under horrific conditions and inhumane treatment. The mortals prayed for deliverance from their plight and the gods heard their prayers. The gods drove the Outsiders back to the moon, their original home, and now protect Morgrave and its people from further invasion. Outsider artifacts can still be found on Morgrave; many have made their way into museums. A few remnants of Outsider buildings remain. Bigwall, for example, is named after the megalithic fragment of Outsider wall that juts up out of the Qemti plains.

Current Species & Cultures

For the most part, culture is based on nation, not race. There is very little racism in Morgrave. Any race can live in any nation, though some are more likely to live in some over others.   Hymbra: A northern Kingdom. They broke away from Lustria during the Schism due to religious doctrinal differences and pushed the Elves out of their ancestral homelands of the northern evergreen forests and into the Wuthering Wights. Though Lustria and Hymbra have largely moved on from their fractious past, the Elves have sworn to reclaim their forest and slaughter the Hymbrans who took it from them. Hymbra is the nation that discovered Ambrosia and was in a golden age until recently.   Qemt'Or: Once a powerful expansionist and militaristic empire, Qemt'Or has recently turned its attention towards trade and luxury. Though they still cling to their warrior past in spirit, in reality they have become a bureaucracy. Qemt'Or is located in the middle of everything, and, since the waters are so dangerous, they charge a heavy duty on all goods passing through their borders, effectively taxing all international trade in Morgrave.   Lustria: The religious center of Morgrave. Although technically a republic, Lustria is in effect controlled by the Twelve, a group of high judges / clerics - one for each god/goddess. They make sure that the country lives their lives by the holy texts. Lustria is home to the pantheon (lower case p), a massive and ostentatious cathedral dedicated to each of the gods. The pantheon is considered to be a mandatory pilgrimage for the devout - even poor townsfolk and farmers who have often never left their hometown attempt the trip on occasion. Lustria has been hamstrung throughout the ages by its lack of good arable land, and has suffered from a relatively small population comparatively. Recently, they have found it feasible to set up farming settlements on nearby islands to supply the mainland with food.   Krag-a-Krach: The Krachi are an industrious people driven by a cultural desire to be rich. The quest for gold takes precedence over much of Krachi life, and artisan and merchant guilds are a common sight in Krachi towns. They are led by a group of oligarchs, chosen for their wealth. Out of all the cultures in Morgrave, the Krachi travel the most; merchants set out in caravans to peddle art and weapons in the other nations, and adventurers wander the lands looking to become legends. Krag-a-Krach jealously guards its greatest natural resource, gromril, a mythical metal that only the Krachi and the Elves have access to.   Elves: AKA the Umman Manda. There is only 1 group of Elves in Morgrave; they were ousted from their forest homes in current day Hymbra by the Hymbrans. They now live in the frozen wastes of the Wuthering Wights in disparate tribes and swear that they will retake their homeland.   Rahim Valley People: The Rahimites were discovered recently after the first successful trip across the burning sands by a Dwarven explorer. They are inextricably linked to their lifeline in the great desert, the Rahim River, and have developed a unique culture apart from the rest of Morgrave.   Cedar Isle: There are 3 cultures on Cedar Isle which are currently unknown by the mainlanders.   Anura: Although the Anura have adapted to the social norms of the greater nations and can be found in many towns, cities, and farms, a great many of them still live in tribes in the rainforests and swamps of Morgrave with their own culture.   Orcs: Orcs are the predominant race of Qemt'Or, but they started out as a nomadic horse people in the grasslands of Eastern Qemt'Or. Some still live out there, practicing a traditional way of life, away from the towns and cities.

Needs & Relations

These are massive nations and each one needs about a million different things. There is always room for adventurers of any bent in these nations.