The Kingdom of Morogh Organization in Taikangaard | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Kingdom of Morogh

Peace in the world of the Moro. This was the goal when the last great war between the clans of MacConnell and Swalwell was brought to an end and a new country, one ruled by a king was brought into existence. This king would serve as an arbiter for the brothers of Morogh and finally give them a great flag to fight under. The nation would become one and the time of peace has come, most gloriously. Here is a nation born from fire and death into a green newness. If it will endure, only time will answer, but here it is, presented clean and shining into a new age.

Structure

Morogh structures itself around local governments, these authorities are based on ancient clan or city governments which have local authority, These authorities are allowed near-autonomy, so long as they follow the laws of the Guild as enforced and interpreted by the King and his advisors. The king is ultimately the arbiter of any government conflicts as well as the military and functional leader of the nation.

Public Agenda

The agenda of Morogh is to preserve the land of Morogh, and her traditions, despite the changing times. The government was created for the sake of peace and unity among tribes and to end conflict between them, but in more modern times has become a force for the preservation of a nation and way of life.

Assets

Morogh's assets are rather lean. Their military is rather large, but they have little to no naval force and their king is not a man of great material wealth. Land and livestock rather than riches demonstrate the value of one's estate. Castles are built in a rather archaic style as are their houses and fortifications.

History

A collection of ancestral lands and ancient claims, the nation of Morogh existed since the Mythic Era as a collection of wilderness and small human settlements constantly at war with one another, yet as the population and power of these tribes and the Guild of magicians that ruled them grew, it became obvious that this system of government could not function. They often faced border challenges from Veitenland, which led to the creation of Mariel as an independent kingdom.   The birth of this kingdom was bloody and brutal, full off a great war followed by a hard won peace. To avoid such familial claims to authority, the kingship is appointed based on a rotation schedule of the lesser families. The new era of history has been clean and healthy, with no foreign wars, beyond the border conflict with Veitenland, a point of great pride.

Demography and Population

Morogh's population is mostly human, but in the north half-orcs are common and few orcs live. Goblins and Lycans are common in the western parts of empire, particularly the southwest. Population is sparse except along the rivers, lake, and south coast.

Territories

Their territory stretches between the sea and the great lake, and the mighty river, with no well defined northern limit. These are ancestral lands, held since the earliest recollections of historians, only as of late made into a nation.

Military

The military forces of Morogh are divided into a national professional military and local levy forces as raised by chieftains and governors. These local forces are often untrained or lightly trained, but the professional military is a tremendous, but rather small force. There is no true navy of Morogh, but there are military units that could be loosely called marines for naval combat if it ever arises.

Technological Level

Low, very low, bronze age in most places outside of the more medieval cities.

Religion

Religion in Morogh is intriguing. While no proper organized religion exists on a national scale, the traditional religion is an animistic, spiritualistic nature-based religion which worships nature spirits and ancestors, similar to the eastern religion Shinto. Traditionally druids and warlocks rather than clerics carry out the priestly duties of the nation. They make sacrifices, cleansing rituals, and lead worship and holidays.   However, in recent days, especially in more populous areas near the border with Mariel, the Church of Tarja has been growing up as a religion and a cathedral has started construction in the city of Henthal, much to the horror of more traditional Moro.

Foreign Relations

Morogh has few foreign conflicts as conquest is not part of their idea of national success. Of all the human kingdoms they have the best relationship with the Elves. Their relations with Mariel are generally friendly, with Veitenland generally cool, but friendly enough.

Agriculture & Industry

Morogh has a booming agriculture, even becoming known as the breadbasket of Taikengaard. However, industry is incredibly rare and has little baring on the economy. Agriculture and husbandry dominate all other economic factors and influences. Wheat, corn, barley, potatoes, turnips, cabbage, beef, chicken, pork, wool, and all manner of things go from Morogh to the world.

Trade & Transport

Trade is very active and has lead to busy ports and bridges, well taxed as they lack a proper trading fleet. Transport by cart is time consuming, but fairly safe as most chieftains keep careful watch over their local road and make it as safe as they can. Morogh truly only has one or two viable ports, but these are huge and well developed.

Education

Education is local, preformed by chieftains, bards, and travelling guild members. This leads to the odd dichotomy that often people in the country are far better educated than those in more modern cities where the old way of live has been cast aside, but no religious schooling, or precious little has sprung up. This latter option is growing in popularity, but people are still extremely skeptical.

Infrastructure

Cities are very rare, as people usually settle in small settlements or camps, even small forts as is the ancient way rather than cities and towns, save in the more densely populated areas along the water and border.

Fight Brothers!

Founding Date
December 18th, 290 B.V.
Type
Geopolitical, Kingdom
Demonym
Moro
Government System
Monarchy, Constitutional
Economic System
Barter system
Currency
Wealth is often calculated in livestock.
Major Exports
Livestock, grains, and textiles.
Major Imports
Minerals and finished products mostly come from Mariel.
Legislative Body
The Eternal Guild and its wisemen and women write the laws which are followed and upheld by those who lead.
Judicial Body
The judicial body is ultimately the king and then under him the individual rulers of lands. Ultimately they must answers to the guild and be able to defend and explain their decisions and ruling before them.
Official State Religion
Permeated Organizations
Related Ethnicities

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!