The Empire of Mori
Summary
The Empire of Mori stands as one of the dominant forces in Morea, blending expansionist ambition, technological prowess, and religious authority into a sprawling political entity. Rooted in the doctrines of the Moriander faith and driven by the innovations of High Science, the Empire balances its expansionist goals with an intricate internal structure of clan-based democratic governance.
Primarly inhabited by humans they have since aqcuired a diverse population of Elves, Dwarfs, Gnomes, Halfling and even Orcs, Goblins, Shadar-kai, Gnolls, Kobolds and various other minority races. They have an inherent distrust for magic except for Divine magic practiced by the Templars of Mori.
- Imperialistic
- Religious
- Technological
- Expansionist
Politics
At its heart lies Emperor Gergorix XI, the Peaceful, a largely ceremonial figurehead, while real power resides with the Council of Clans. This council, composed of representatives from every registered clan, oversees legislation, resource distribution, and imperial administration. The Empire’s reliance on clan structures ensures loyalty while allowing a surprising degree of regional flexibility.
The clan-based structure of the Empire of Mori ensures a balance between central authority and regional autonomy, with the Council of Clans acting as the primary governing body. Each clan's influence depends on its population size and economic power, creating a dynamic political landscape where alliances and rivalries are common. It is closely modelled after the Dwarven Council of Clans in it's protectorate of Vulgnor's Range however they have more restrictions on who can vote or become clan leader. There is no universal suffrage with 'Second Class' citizens being ineligible to vote or to join or form clans.
Every first class citizen is a member of one of the clans and every factory is owned by them. The clan owns the building where they live, provides them work, food and protection. Modern clans even allow their members to elect their officials and traditional clans often select on hereditary or certain traits like wealth, martial rank or owning land or ships.
The Dwarves and Deep Gnomes of Vulgnor’s Range, while technically vassals under Imperial Governorship, operate with near full autonomy, maintaining their traditions and governance under High King Thaldrak Ironmantle. In truth, the Empire has modelled itself on the Dwarven Kingdom and the way it operates. The technology of the Deep Gnomes have given the Human scientists a place to start, using their short quick lives to rapidly develop new innovations. Despite their technical right to Council representation, the dwarves have traditionally avoided direct political entanglement with Imperial affairs, instead fulfilling their obligations through tribute and trade agreements.
Important cities and locations
These cities represent the pillars of Imperial power, each contributing uniquely to the Empire's strength and stability.
Mori ("The Imperial Capital")- Location: Northern shore, Bay of Rocks.
- Description: A sprawling metropolis filled with palaces, cathedrals, and towering guild halls. The city serves as the seat of Emperor Gergorix XI and the Council of Clans. Known for its grand ports, shipyards, heavy industry, bustling merchant quarters, the Halls of the Council, and the Imperial Palace, it is also home to the Great Temple of the True Flame, the heart of the Moriander faith. The headquarters of the Imperial Military are found in the city as well.
- Key Features: The vast habor district with it collosal shipyards building new ship at a fast rate, billowing smoke from the large manufactories settling in between the dilapitated houses of the slums, the beautiful architecture of the Imperial district and the temple district.
- Cultural Significance: Political, religious, and administrative capital of the Empire.
Wirvaan ("The Iron City")
- Location: Western shore, the Bay of the Hundred Spears.
- Description: A massive city of sprawling slums build around enormous factories billowing smoke and steam alike. The city is often seen as a hellscape by it's inhabitants although they have little choice but to toil in the many factories and workshops. Many are indentured workers just trying to survive and often try to escape being booking passage on a ship to the New Frontier. It also features large dockyards where the Imperial Navy constructs it's steam-powered Ironclads and paddle powered boats. The headquarters of the Imperial Navy can also be found on an island just off the coast in the Bay of a Hundred Spears.
- Key Features: The city is perpetually covered in the grime of the smoke from the factories, the armories of the Empire overflow and many shops offer arms to any buyer, the fleet always has a presence in the bay.
- Cultural Significance: Military, industrial, and main port to the New Frontier of the Empire.
Drakkens Port ("The Fortress City")
- Location: Eastern shore of the Empire.
- Description: A heavily fortified city serves as a staging area for the Imperial Army to send expedition to the East, especially to the Kingdom of Therassia. There are large dockyards created for the repair and construction of new warships both sailing and ironclads. Massive barracks complexes and training grounds are located in this city for training and housing the troops of the Empire. With such a large presence of soldiers the city offers much entertainment such as taverns, inns, bars, brothels and gambling houses as well as theaters and music halls for officers to enjoy.
- Key Features: The city is has an almost permanent population of soldiers and sailors of the Imperial Military. Many entertainment districts exists to cater to their needs.
- Cultural Significance: Military and main port to the east of the world.
Halcyon Reach ("The Golden City")
- Location: Fertile plains in the Empire’s southern regions.
- Description: Known for its golden fields of grain, vineyards, and grand festivals, Halcyon Reach serves as the breadbasket of the Empire. It also boasts a vibrant arts scene with theaters and museums dedicated to Imperial history and culture. Originally an Elven city with unique architecture, it is one of the last places in the Empire untouched by heavy industrialisation. The large Elven population resent the human logging and farming companies that destroy more and more of the natural beauty of the southern province.
- Key Features: The city is has an almost permanent population of soldiers and sailors of the Imperial Military. Many entertainment districts exists to cater to their needs.
- Cultural Significance: Agricultural and cultural center.

For The Prophet and the Emperor
The Inspector - a news paper printed in the Imperial district. It's journalists have some freedom but most of the news is rife with propaganda and censorship.
Imperial Dragons
The Council of Clans
The High Court
The Imperial Bureaucracy
Comments