Morian

A nation from the Equitorial Central Region, south of Freischutze.   Morian has had it rough since the Realmshatter and long before. Coming from a plane that seemed to bleed death from its very being, the lives of its inhabitants were exceedingly short. A sort of 'live fast, die young' but even that might have been to slow.   Now, the nation exists atop the ruins of what followed the Mori through the Realmshatter, providing them their greatest defense and their most damaging weakness.   What I am talking about can best be exemplified by one thing. The borders of Morian are not agreed upon through some treaty. They didn't fight to carve this nation out with their own two hands. They are simply the only ones that can live there. The very ground they live on are irradiated, horribly so. Crops struggle to grow, the water is poison, and almost no animals live within the territory. Only the Mory are semi-immune to the radiation, which isn't predicted to diminish for millennia.   Most of the neighbors have erected countermeasures to protect their own lands from the poison that might leak through the air, soil, and water.   This constant exposure to the more deadly aspects of life has left them with a rather famous, or infamous depending on who you ask, disregard for life and danger. Mori who leave the country makes great contractors who will take almost any job, even if you were to come to them with a job that nine times out of ten will kill them, and there's a good chance they still might take it. Or, on the other hand, the nation's shock troops are legendary for their tenacity and willingness to grind both themselves and the enemy to death.   Many of the world's mercenaries and adventurers are from Morian as well, making their rebreathers a relatively common sight across the world.

Structure

Morian operates on a Dynasty system, with the countries' large families providing the nation's political structures. Cities, towns, and assets generally 'belong' to a specific dynasty. The largest cities, like the capital, often have a handful of Dynasties jostling for position.   Each Dynasties' exact structure can differ wildly, but they often have a single figurehead that directs the family. They may not be absolute dictators, their 'subordinates'  are not legally beholden to doing what they want, though socially that may not be the truth.

Culture

While the Mori's outlook on life mentioned before is true, they are not as grim as you might expect. They actually are a relatively jolly people, often warm and friendly. Disarming, when the reason for this outlook doesn't come to mind.    Family structures are huge and sprawling and constantly expanding. There is a general outlook of "for the good of the family" in many cases, though it's become a lesser social drive in the most recent decades. Kids are considered precious and joyous gifts, more so than in other cultures. It's not uncommon for celebrations of a newborn to last for days. Though of course, after that the outlook falls in line with their general outlook on life. Parents who lose children are sad, of course, but they often take it in relative stride. These things happen, unfortunately.

Assets

  • 100,000 Immortals 
  • 1.2 million Lychguard
Alternative Names
The Morian Exclusion Zone
Demonym
Mori

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