Moord Settlement in The Wheel | World Anvil

Moord

At the heart of Fallen Asha lies an impossible city. In a land where all of civilisation fell to the undead, one city clings to life, fighting tooth and nail against the encircling grey horde. Moord is another relic of a past, a city perched atop a floating rock 5 miles from edge to edge. Moord is held aloft, some 100 feet above the desert, by ancient techno-arcane devices. For 50 years the devices have been slowly failing, despite the best efforts of the cities wizards and artificer. When the last fails, everybody in Moord is destined to succumb to the waiting undead.   To those within the city, Moord is seen as a tiny reflection of the fate of all of Autumna - a tiny flicker of light fighting a forlorn hope against the inevitable darkness. To those outside the city, Moord is at best a myth, at worst the impossible ravings of madmen.  

Demographics

As the sole surviving remnant of Asha that was, Moord contains an eclectic variety of species, with none being raised above another.   Since Asha fell, Moore has been on a total war footing, resulting in the range of proffessions within the city has shrunk considerably over what might normally be expected to be found within a large city. Every individual citizen must work directly to contribute to the survival of the whole, with trades superfluous to this goal being eradicated centuries ago.  

Citizenship Tiers

  Amongst the general population there are 3 tiers of citizen.  
Upper Class - Spellcaster
  The most valuable group to the survival of Moord are spellcasters. These are exempt from all labours not directly related to their studies or the defence of the city. This is to both provide time for them to improve their craft, and also to encourage more citizens to take up the mystic crafts.  
Middle Class - Soldier
  The standing army consists of a third of the population, and is given a position of respect within society. Due to the huge drain on Moord's workforce by an army this large, soldiers are expected to perform manual labour jobs 2 days a week, primarily in agriculture or smithing. Soldiers are granted a 25% increased food ration so that they remain in peak fighting fitness at all times.  
Lower Class - The remainder
  The remainder of the general populous sits in the tier 3 category, whilst not badly treated, they do not gain the benefits of the 2 higher tiers.  

The Nobility

  In the early years following the fall of Asha, the nobility tried to retain their standing within society. However, without politicing to conduct or lands to rule, they quickly fell out of favour with the general populace, and those who did not make themselves useful as spellcasters or officers within the army soon found themselves labouring the fields alongside their one time servants. Due to the collapse of the nobility, Moord has one of the flattest hierarchies of any civilisation on Autumna.

Government

The needs of centuries of total war has resulted in Moord adopting a military dictatorship government type. She is ruled by a council of military officers and wizards, who vote amongst themselves to add or remove new members to their number. This is called the Sinode, and within Moord their word is law.

Industry & Trade

All industry in Moord has been converted to military output to ensure the survival of the city from the bi-weekly undead attacks. If it does not directly assist the military in ensuring the survival of the populace, it no longer exists within Moord.   Since the fall of Asha, Moord's agriculture has changed significantly. Without access to the vast arable lands more traditional enjoy, Moord has had to resort to less conventional means of feeding her population. Within the crust of Moord are extensive artificial cave networks that are constantly being expanded by her Stone Druids. Within these lightless caverns is grown a type of hardy fungus that traces its origins to the Underdark. This fungus is almost tasteless, with a dusty texture, but is highly nutritious, and forms the core of every Moordian's diet. Most Moordians fill every available space in their homes with small vegetables to augment their diet.

Infrastructure

The most distinctive feature of Moord is the rock she sits upon. A legacy of Hazradian technology, Moord sits upon a rock almost 2 leagues across and is held aloft by huge techno-arcane generators sunk deep into her crust. The generators of Moord operate on a 2 weekly power cycle. At their lowest ebb the city decends to the ground allowing access by foot and vehicle for 36 hours, before it begins to cycle up to full power, raising the city 100 feet above the ground.   In 2097 AP the primary generator was damage in a Grey Horde raid, causing the city to rely heavily upon the emergency backup generators. For over 50 years Moordians have worked tirelessly to repair the primary generator, those with all such lost technology, progress is painfully slow.

Natural Resources

The floating city of Moord itself possesses limited natural resources, and must mount regular expeditions to secure resources from nearby ruined cities . These expeditions are fraught with danger, and protecting them occupies the majority of the armed forces of Moord.
Founding Date
Pre-Purge
Alternative Name(s)
Murdo (archaic)
Type
Large city
Population
389,837
Inhabitant Demonym
Moordian
Owning Organization

 

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