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#Post#: 94--------------------------------------------------
Murghom General
By: Rognvaldr Date: May 13, 2014, 12:31 am
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HTML http://awoiaf.westeros.org/images/a/a2/Jedruszek_Dothraki_Outriders.jpg
Government: Autonomous Tribes
Founded: 654
Capital: Skalnaedyr
Diplomacy: Indifferent
Might: Weak
Prosperity: Meagre
Imports:
Exports:
Population: 497,000
Common Alignments: Good, Lawful Good, Neutral, Lawful Neutral
Religion(s): Dragon Worship
Charter Status: Unrecognized; MAGIC USERS BEWARE: Use of magic
punishable by death by Murghomi customs.
Leader(s): Gesar the Sunrider
Temperament: Defensive
Integrity: Virtuous
[Flavour Image]
Life and Society
The people of Murghom are practically born into the saddle. Wild
horses roam wide over Murghom's vast, grassy plains, and so,
unlike in most other nations, it is not uncommon to see even the
lowliest of peasants on horseback. These horses are integral to
many parts of Murghomi society: they help till the grassland's
fertile soil, transport goods and people between settlements,
herd flocks of sheep, and aid hunters in bringing down large and
fast prey, such as axebeaks. As a result, a Murghomi's horse is
considered as precious as a family member, and to lose one's
horse is an event of great shame and sorrow.
Most Murghomi near the coast live in permanent settlements.
Besides the major trading ports of Gennuroth, Port Ghast, and
Skalnaedyr, there are many smaller agrarian settlements which
provide most of the food for the larger settlements, as well as
various trade goods such as hides, textiles, and pottery. A few
Murghomi still live in nomadic bands, following what is known as
the Old Way, following the migration paths of various game
animals of the Murghomi plains, and even venturing far north
into the Hordelands.
All of these groups are primarily autonomous, but defer to the
wisdom of the Sunrider in matters of dire importance. The
Sunrider is the foremost of all Murghomi, the most excellent
rider and the wisest of leaders. A Sunrider is chosen once their
predecessor dies or is, for health reasons, deemed by the people
no longer fit to rule. When a Sunrider is to be chosen, the
various communities of Murghom send delegations to Skalnaedyr,
including as many young men and women as they see fit to be
candidates for the position of Sunrider. These candidates then
participate in a number of contest before all the assembled
delegations, designed not only to test their horsemanship, but
also their knowledge of history and the natural world. These
contests continue until three candidates remain. These three
candidates are then sent North into the mountains to tame a
Hippogryph. All three candidates must return alive, and the
candidate to whom the Hippogryph is loyal is declared the
Sunrider. The two remaining candidates are declared Moonriders,
and their opinions in matters of import are also respected.
Because of the region's historical Draconic influence, Murghomi
religious practices involve a sort of dragon worship: while
primarily animist in their beliefs, the Murghomi place dragons
as the foremost among all living creatures, some even going so
far as to say that dragons are gods. However, the Murghomi
relationship with dragons is complex: while their patron dragon,
Skalnaedyr, was responsible for a great deal of progress in
their society, she was also responsible for great sorrow and
destruction. Thus dragons are not seen as benevolent overseers,
but rather fickle controllers that must be appeased and treated
with caution.
Quality of life for the Murghomi is almost across the board
higher than most other nations in the sea of fallen stars
region. Because of their prime location on Brightstar Bay, the
primary trade route to the Shou Empire, the Murghomi enjoy a
near limitless market for their goods, as well as luxuries such
as silks and incense. Additionally, most of Murghom is not
bordered by quarrelsome neighbors, and so these areas have been
allowed to develop in relative peace. The one exception is
Western Murghom, the region near Rauthil and Gennuroth. This
region has borne the brunt of historic incursions by High
Imaskar and Thay, and people from this region are stereotyped as
being aggressive and unfriendly. Western Murghomi often do not
agree with the more pacifist tendencies of the rest of Murghom.
Few things are more frowned upon in Murghom than magic (see
Regional History). As a result, it is common practice for magic
users to be put to death for displaying their abilities in
public.
Major Geographical Features
Brightstar Bay to the south is the primary trade route between
Faerun and the Shou Empire. Its waters are rich with magical
sediment from the Plains of Purple Dust, and strange creatures
are often reported in its waters.
The Dragon's Teeth Mountains to the north, the Shimmering Range
to the northeast.
Regional History
Before the coming of Skalnaedyr (the even which the Murghomi
reckon all dates by), the Murghomi were many independent
warbands, fighting amongst each other for control over the most
land and the most horses. These times are referred to as the Age
of Chaos by the Murghomi. Western Murghom was frequently invaded
by High Imaskar in these days, and over time the Imaskari armies
began to gain a permanent hold over Western Murghom.
When Skalnaedyr arrived out of the southern skies, the Murghomi
were in awe. They begged the mighty dragon to help repel the
Imaskari invaders, and said that in return, they would pledge
their people's eternal loyalty to her. Skalnaedyr agreed to this
arrangement, and as a united people behind a mighty blue dragon,
the Murghomi drove the invaders from their lands.
Skalnaedyr treated her people well, and without the constant
infighting, Murghomi society flourished. Towns were built,
populations exploded, and all were sure to worship the mighty
Skalnaedyr, savior of the Murghomi. It was discovered that
Skalnaedyr was pregnant, and the hatching of her son Skalnaeryx
was proclaimed the beginning of a golden age of the Murghomi
people.
Skalnaedyr was content with this horde of humans lavishing
praise upon her, for a time, but eventually she became greedy,
and wanted more for herself and, especially, for her son. With
swelling numbers of her people, she set her sights on High
Imaskar. The Murghomi, eager for revenge over past grievances,
and sure of victory with the aid of their draconic patron,
crossed Brightstar Bay into the region now known as the Plains
of Purple Dust, which was then a fertile grassland much like
Murghom. So numerous were their forces, and so powerful and
quick on their mighty steeds, that the armies of High Imaskar
could not hold them back, let alone the mighty Skaelnadyr and
Skalnaeryx, presiding over every battle as a constant reminder
of Imaskari futility. It was clear to all that it would not be
long before Skalnaedyr's horde crashed through the walls of
Skyclave itself.
Something happened then that to this day is a mystery to all but
the most elder of mages in Skyclave. A horrible storm of magic
tore through the entire region, scouring all life from its
grassy plains. The Murghomi host and Imaskari settlements alike
were decimated, and Skalnaedyr herself fell to the ground,
leaving her bones beneath what is now Skalnaedyr's tomb. It is
assumed that Skalnaeryx perished as well, although his remains
were never found.
The Murghomi wept for their dragon queen, and for the thousands
and thousands of their sons, husbands, brothers and fathers who
fell that day. They wept again when the Imaskari once again
invaded their lands, this time to wipe them out for good.
But the Murghomi were not to perish this day. The Shou Empire,
eager to keep Brightstar Bay open for trade, rode to their
rescue. Thus began a period of time known as the Age of Tears,
when Murghom was constantly being fought over by High Imaskar
and the Shou.
When the Spellplague hit, High Imaskar lost their magical
advantage, and were crushed by the Shou. As both nations licked
their wounds from the constant wars, the Murghom were finally
able to rebuild. Thus began the Age of Peace, which has lasted
to the present day.
It is because of this troubled history that the Murghomi prefer
to remain neutral in most conflicts, taking a defensive,
pacifist approach. While they praise the unity and plenty
Skalnaedyr brought to their people, they never again wish to
repeat the mistakes of the past.
Legends and Rumors
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