Republic of Grand Morkarn Organization in Valmet | World Anvil
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Republic of Grand Morkarn

The R.G.M is a republic of city-states under one flag. The nation is famed for its robust, high altitude airships and "Seraphine Fuel". The technology of the R.G.M has given the populace of Morkarn a literal and metaphorical higher living standard. Local industry is a mainstay closely regulated by the government and private sector to help foster growth as much as possible. The nation is known to fairly altruistic and materialist, often trying to give other nations good trade deals to improve relations while also promoting the global economy.

Structure

Functioning as a republic, the country is divided into 3 stages: "East Continental Morkarn", "West Continental Morkarn" and "The Islands of Morkarn". Each city in each state is given a governor that functions as a representative of the people. The representatives are advised by a popular vote made by the people to elect a Governor-General for their respective state. The three Governor Generals all compete with each other as they balance each other's powers. The powers are given to each Governor-General change depending on the initial Governor General Election. A term limit determines how long the office of a Governor-General, not necessarily the Governor-General Themselves, retains the power given before a change is required and the same ideas apply to a Governor-General. Usually when a new Governor-general has elected the powers of the office change as well due to the timing of the elections. The three main powers given are as follows:  
  • Legislative powers, the abilities of state regarding the creation of laws
  • Executive powers, the abilities of state regarding the execution and enforcement of laws
  • Judicial Powers, the abilities of the state regarding the interpretation of laws.
  In times of war, a 4th Governor-General is elected with the Powers of Defense from a pool of top-ranked generals. The Powers of Defense grant the 4th Governor-General control over the military and the ability to defend the nation without many limitations. In addition to the election of the 4th Governor-General, a committee of advisors is formed from the remaining pool of top-ranked generals. The Governor-General of Defense is able to essentially commandeer the nation during a war. However, if all 3 other Governor Generals and 2/3rds of the city governors pass a specific vote, the 4th Governor-General can be either removed from office or have the office itself dissolved.   Outside of war, the 3 leaders of the country work together on homeland security. Decisions made for the military by them require a 2/3rds majority vote to pass.

Culture

The citizenry of Morkarn are largely globalist, wishing to help the world in any way they can because they hope for a united world in the future. Many adventurers begin their careers here, in search of grandeur and gold despite any dangers. Household ideals relate to exploration, the desire to discover new things, and result from living under the largely unexplored floating continents above. Posters of the most famed wanderers are often framed in book stores as bard read their tales aloud. However, in this outgoing community of industrialists, artists, fighters, and explorers, there is the common challenge of red tape.   In a society such as Morkarn, there is the problem of people risking too much to often and not necessarily there own possessions either. The government is often forced to limit accessibility to everything from magic to motors. Tales of corporate conglomerates taking advantage of everyone are still fresh, or even investigated. Everything is still freely available in Morkarn, assuming you can get beyond the puzzling legal documents, proving you will not misuse what you obtain. Every man, woman, and child will eventually become very adept at socializing with friends in the legal sphere. These folks will learn the paperwork involved in whatever they pursue. In the end, the outgoing nature of most Morkarions is turned into a necessity by virtue of their own societies circumstances. It shouldn't be surprising that this is the nation that G.A.T.A was initially proposed at.   Global perception of Morkarn is also fairly tricky to circumnavigate, even with the classic can-do attitude Mokarions put forward. All their positivity does come with the downside of being overconfident and self-righteous, though mostly unintentional. People from other countries may find Morkarn citizens to be brash, obtuse, and all too willing to blur the line between bravery and stupidity. Additionally, Morkarn citizens may not recognize that some nations do not want their help, such as U.R.S.A.

Public Agenda

Primarily, the national agenda is to foster economic growth and exploration of the floating continents. On a lesser priority, but one present in the back of many minds, is the technological arms race with U.R.S.A. The arms race is partially for pride but also out of a slight rivalry if not fear.

Assets

  • A large and advanced fleet of Airships
  • Air Marines Corps
  • Seraphine Crystals(the floating rock)
  • Seraphine Crystal based technology(Special fuels, weapons, and lighter than air tech)
  • Huge private manufacturing industry for airships
  • Privately owned and government-owned seraphine Crystal processing plants

History

Previously every city-state was a privately or government-owned colony. With many conflicts, the cities united under multiple flags to form separate republics. These individual nations were eventually ratified into a single powerful state now known as the R.G.M.

Foreign Relations

Vranor

Morkarns relationship with the continent of Vranor is a little weird. Morkarn has established mutually beneficial trade with some but not all cities on the continent. Morkarn has also placed orders for warforged within these same cities. The populace of Morkarn hates the disparity between the strong and weak tribes of the nation and find the lack of unity to be barbaric. As a result, multiple charity campaigns have been held where adventurers would be paid to do work that eases the tension between tribes. This work included quests, diplomatic movements, and anything that stops war. More industrial cities benefit from the trade deals and the charities but try to dissuade any attempts to industrialize the smaller communities to keep their power over them. Naturally, however, corporations seeking cheap labor inside Vranor see industrializing smaller tribes as cost-effective and as a positive PR stunt. Companies that do this type of activity cause friction between the larger cities and Morkarn, potentially damaging relations based on how much help the smaller tribes get and what the consequences of that help maybe.

Arcadia

U.R.S.A
The relationship between Morkarn and U.R.S.A can be described as tenuous at best. The two countries are locked in an arms race that doesn't have an end in sight and has caused multiple, though unrecognized, black ops conflicts. Essentially, both nations are in a state of cold war. Additionally, there have been reports of proxy wars between tribes on Vranor that are controlled by Morkarn and U.R.S.A respectively. On the pirate continent of Eleris, corporate and government bases belonging to both nations have made aggressive moves towards each other on top of unfavorable, if not forced, transactions. (0, 0)
Acre
Acer and Morkarn have a strained relationship because of Acers defense pact with U.R.S.A as well as its tendency to finance anything they do. Despite those facts, the continents do conduct trade with each other and on a covert level, have Morkarn assist with maintaining the autonomy of Acer. (0,0)

Aukauria

Kuso
Kuso and Morkarn have a slightly negative relationship due to how Kuso has a strict no magic policy. Trade between both nations is heavily regulated to prevent magic items from entering their market. Additionally, since Kuso is reluctant to share its rare form of advanced non-magical steam technology, many companies belonging to Morkarn have conducted espionage and black market deals. These actions have damaged continue to damage relations with Kuso. (-10, -50)  

Otari

    Otari and Morkarn have an agreement where prisoners are sent to Otari in exchange for resources or currency. Both countries also trade with others in addition to allowing immigration. This affords both nations a positive stance towards each other. (50, 55)
Type
Geopolitical, Republic
Capital
Alternative Names
R.G.M
Government System
Democracy, Representative
Power Structure
Federation
Economic System
Market economy
Location
Controlled Territories

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