Moraf

A nation which covers a vast area and just now begins to recover from years of mismanagment and claims its role in Dural.


A newer map of moraf.

Moraf

Moraf has a long history of being ruled by one inbred branch of the royal family or another, and was long seen as the poorer cousin in what passes for international politics in the lands. Some 25 years ago this situation suddenly changed. A group of adventurers, who had seen in a vision that they would one day rule a nation, made a coup attempt on the royal family and suceeded. Given the past history of the royal family, most of the nobles rallied to the adventurers cause and thus a new chapter in the tale of Moraf was born. It has taken some time to change the inertia of a country run mostly by incompetents, but in the present day Moraf is a force that cannot be ignored. Much to their dismay, neighboring nations now find themselves near a shrewd and strong nation. The adventuring party, led by Donald III, has proven themselves to be fair and just rulers of the land.

Environment

Moraf largely consists of great plains, much of which are good for farming or grazing animals. The great expanse of prairie also holds many dangerous and fast moving predators, especially in the less inhabited areas. The GlitterDark Forest lies in the northern area of Moraf and those who venture into it are seldom seen again. A ridge of low mountains forms the western border of Moraf and the southern edge of Moraf borders on the Silver Sea. The Heathen Steppes lie to the north and the satellite nation of Denar to the northeast.

Government

Donald III is the current ruler, along with the other members of his adventuring group as advisors. A typical feudal monarchy/autocracy in practice, the people of the land are generally treated much better than in neighboring states. At some point Donald realized that loyalty through respect was much better than loyalty through fear in the long run. Aaron, Laris, Zorn and Havrack round out the King's inner circle as they were his adventuring companions years ago when the coup attempt was made. While the King is getting along in years, he seems to still be healthy and fit, and even trains the guards occasionally in swordcraft. He makes a point to walk amongst the people from time to time and listen to their grievances firsthand. While there will always be some malcontents, most people have found their lot to have improved while under his rule.

Motivation

Most of the people in Moraf are now happy to raise their families in a place of relative stability and prosperity. Donald III. has had his hands full recreating the sense of purpose of the country, but now that he has accomplished this task he seems to be setting his sights toward the expansion of his method of ruling. Whether or not he will use force to do so remains to be seen.

Race

The vast majority of inhabitants in the cities of Moraf are human, the great plains however are mostly populated by the nomadic Khatinids and Eriphiads. Several orc tribes also move in the north western area of Moraf and sometimes come to New Creche for trading purposes. Many different types of humans can be found in Moraf as word has spread of its prosperity and many immigrants have come from far and wide to settle here.

Language

Several ethnic languages are spoken here, and there is a common trade tongue that has a surprisingly large vocabularly for such languages. In fact, most people have taken to using the trade tongue in every day affairs, and the "nobles tongue" (the original language of Moraf) has fallen into disuse and is only used in the upper circles of the nobility. The trade tongue has a written form that is very similiar to the spoken form while the nobles tongue has a very stylized written version that is known only to an even smaller handful of people than the spoken version. Note: This aspect won't be used for now.

Calendar

Time in Moraf has been broken down into fourteen periods named after various animals and monsters throughout the land. The year starts with the "month" of the Eagle, and continues in this progression: Mouse, Turtle, Elephant, Whale, Rhino, Griffon, Dragon, Wyvern, Chimera, Minotaur, Unicorn, Jaguar, and Raven. Each family will typically align itself with one of these animal or monster symbols and holds the first day of the month they are aligned with as sacred. Note: This aspect won�t be used for now.

Technology

Technical matters were never of use to the nobility, but now that Donald III has ascended to the throne research into new technologies has been encouraged especially in the face of rapid technological advancements in Ardmor's realm. Smelting and working with ores is known and this has given rise to a brisk trade in stronger weapons. Irrigation has been used extensively surrounding the capitol city of Ladun and a simple system of gears and pulleys are being worked on even now.

Magic

Magic was looked down upon, but again, with the coming of Donald III things have changed. Laris the Seer, an adventuring companion of Donald's, was the man whose vision started the new era of Moraf. In this light, the common folk view magic as something that has brought them good fortune. A person's attitude to magic is primarily dependent on age. While someone in his or her middle ages will view magic as a part of everyday life someone more advanced in years will often blame magic for incidents which cannot explained easily. Despite the monarch's engagment for magic it is still not massively used which can be attributed to the high costs for the services of magic users.

Trade

Moraf usually has a strong food surplus and trades with other countries for exotic goods and different types of food. A source of enormous income is the trade with raw metals and ores which are mined in the mountains both to the west and the east. Despite its enormous metal industry Moraf still imports a part of its weapons from Ardmor, since ardmorian equipment is usually superior to that produced in Moraf. Some income is generated by the sale of more sophisticated tools to the dependent nation of Denar.

Law and Order

There are many guards in the major cities, but only a few patrols in the outlying areas. Most farmland is clustered around the major cities and the areas in between, only populated by tribes of the Khatinid and Eriphiads, are open for the adventurous, foolish, or the wanted men. Dangerous animals prowl the plains, and without the backing of the King's army, it can be a very dangerous place. Within the cities the highly trained guardsmen keep a tight watch, although there are few laws that affect most people. Common offenses are petty theft, fighting in public, and defacing property with the occasional murder or violent crime thrown into the mix. Punishment usually fits the crime, but is dealt with summarily on the spot. The guards are trusted with dispensing the kings justice swiftly. The few examples of guards who have betrayed their oath are better left unmentioned in a family text such as this.

Religion

Most cities are fairly secular except for the alignment to one of the fourteen "months" of Moraf. These are akin to spirit or totem worship and usually do not have much effect on day to day life. All religions are tolerated, however, and with the great ethnic diversity comes a whole host of gods, godesses, spirits, and other powerful entities that are worshipped here and there by the population.

History

Moraf lacked any reasonable infrastructure or administration and was barely able to scrape out a living until Donald III. came and set up shop. The nation was founded 400 years earlier after the end of the Rule of Ardmor. Initially Moraf started out as a confederate union of cities and settlements in the region which had fought against Ardmor. A king was chosen, his position however did at first only carry representative powers. Starting about 20 years after Moraf was founded, a succession of intelligent and extremly able kings emerged and over the years they managed to gain more and more power until finally, 90 years after the fall of Ardmor, Reginald I. was crowned supreme ruler over Moraf and the nation was turned into a monarchy. This also meant that the Confederate Council, which had until now decided on administrative and economic matters, was abolished and its powers transferred to the king. In the following centuries inbreeding in the royal clan took its toll on the sanity of the ruling kings. After Reginald II., the grandson of Reginald I., died the throne was almost always occupied by either someone insane, someone incompetent, a child who was toyed with by the higher nobility or someone who was plain lacking in brains. The resulting paralisys of the nation�s administrative, executive and legislative powers led to a constant decrease in generated income, in trade, in military power and almost every other sector. After centuries of mismanagment the coup of Donald III is regarded as fortunate incident by the majority of the people.

Perception of/by others

The citizens of Moraf used to be perceived as total incompetents, but this was mostly due to the total lack of any top-down leadership. Once again, Donalds presence has turned this perception around 180 degrees, and now people are worried that that formerly sleeping giant may be threatening their position. On the surface, of course, most people have a healthy degree of respect for the changes that have been made in the last 25 years and attribute at least some of this to the abilities of the people of Moraf as well as to their leader.

Sublinks

Maps
Places
Cities Villages Forts/Outposts
  • Moraul Point/Harbourguard
  • Fort Justice
  • Fort Lancetice
  • Fort Brachtice
  • Draykin Borderpost
  • Crecheguard

People Tales and Legends
  • Reginald's Curse?