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Taerel:Moruw City Zu'aan

Place
City Name:
Other Names:
Unknown
Parent Groups:
N/A
Descended Groups:
Unknown
Demonym:
Unknown
Languages:
Religions:
Unknown
Government Type:
Unknown
Population:
22k
Areas Controlled:
Allies:
Unknown
Rivals:
Unknown
Date Founded:
Unknown
Date Disbanded:
N/A


Back then, I thought that the shadows only brought kin’toni.

Now, we’re right in the shadow of something more cataclysmic.

This town is our inevitable doom.

And it became so out of our cowardice.

- A citizen of Moruw


History

Moruw was founded shortly after the Shattering at the steps of Wetr’yana volcano, which was shortly renamed Fetray. The construction of the city was incredibly chaotic and unplanned, walls were next-to-nonexistent, consisting of wooden palisades and thick jungle leaves to cover buildings with. Shortly after, the town was under constant Kin’toni attack week after week. Over thousands of refugees and desperate were cut down, dried up or turned into more bloodsucking freaks, until the volcano eruption happened, cordoning off the town by a ring of molten lava, which swallowed the Kin’toni host wholesale. Now with population decimated by a heat and Kin’toni reaping, the survivors started thinking of the volcano as their saviour, meanwhile relocating their town to a more suitable position.

Now-hardened lava provided the Moruwans with ample supply of iron, stone and copper, which nowadays dominate the industry of Moruw. Such bounty and fortune beget worship, which immediately prompted deifying the volcano as Fetray, the Root of the World. The convention did brought problems in form of fanatics and radicalists, who thought that prayer and offerings were not enough. Some proposed elaborate rituals, some - penance, some – dedicating whole days for worship alone. And the ones who broke the threshold were the worshippers, clamoring for human sacrifice, straight to the crater of a volcano. Most citizens were not in favor, considering that they’re only started recovering from constant attacks and pointless attrition would not sit well with elders and parents.


Radical worshippers pushed their agenda further still, employing every dirty trick in the book to make the human sacrifice a sanctified piece of Fetray worship. The boiling point was reached in 3E 31, when the radical worshippers have broke through the council chambers at sword point. The ruling elder, whose name has been lost (aside from the beginning, Atse), ended the hostage situation by firing at the fanatics with a fire metal launcher, which broke after their dispersal. The city was up in arms and soon later the fanatics have left the city decimated and straight into Kin’toni. Following the exile, the worship of Fetray tried to expand past the city walls, but the effort ultimately failed, stagnating the town for about two decades.

This is due to regular lava flows forcing the builders to adapt and choose other sites for expansion. The original spot was fully under the molten rock, soon followed by other two locations at the steps of the volcano. Forced to relocate, Moruwans step by step reclaimed to forests surrounding the volcano, by fire and sword against the Kin’toni, dying to poison, ballistic bone, rendered into mist. In the Ice Age, those times are called “The Tearful Reclamation”, due to monstrous attrition the city faced during the period. In the end, it was worth it, considering the town now had plentiful arable ashland and for once, the fear subsided. But even to this day, the city is under constant siege of the volcano and irregular bloodsucker attacks.

Every day, the city is under constant shadow of the fiery volcano, bringing bounty of iron and ash. But now, due to incoming Ice Age, the volcano erupts even more and it starts to fume. Soon the city will either suffocate, burn or slaughtered. But Moruwans aren’t keen on leaving. Not until the den of Kin’toni in the forests is obliterated and they are safe to go. Time will tell. And it is not patient.


Psychology

“I had enough of this toiling. I dig and dig at this godsforsaken lava for scraps of iron and what do I get? A loaf of Tian bread. A Tian. Bread. Others can eat this crap, like faithful offex here, I’m leaving”

-A nameless migrant, moments he was boiled in the volcanic eruption.


Most Moruwans are outright fatalistic, due to constant fighting and periodic lava flows. Although while it would break other Zu’aan, it seems that Moruwans are just plainly don’t care what happens, aside for their duty to the city, which in a long run is a detriment. They’re don’t acknowledge it, though. Maybe their outright denial of reality is actually the defining characteristic of the Moruw citizens. They will ask for help, but they mostly would keep to themselves their affairs and think what is best for their city only from their perspective. Other cities call them out on this, but so far, it was unsuccessful. Some started to think outright that they might be an offshoot of a kin’toni breeding program from the Awakening Era, made to eliminate or suppress emotions within Zu’aan, which angers Moruw to no end.

The stereotype of Moruwans being hot-blooded also angers them, surprisingly. In most cases, they seem to exhibit signs of a burn-out, along with mechanical and impassionate attitude towards their craft. “Perfect is the enemy of good” seem to ring true to them and the value of time is paramount within the society.


Culture

Metal work, metallurgy, blacksmithing, material and ceramic sciences and practice, architecture, engineering and chemistry are valued sectors in Moruw society. Heat as a thematic motif keeps coming up in their culture, due to their deep and meaningful association with the Fetray volcano. The zu'aan of Moruw are very despondent and sorrowful, and their art and cultural values come out just that way. Bleak, terrifying, pessimistic, apocalyptic, tragic, romantic in the literary sense - those are the ways Moruw art and culture is inclined. Their regional language variant has evolved to be made of rude, silent syllables, due to the fact that they must be careful not to ingest or inhale volcanic ash or dust when working with metals and ores.

And thus speaking in hushed tones that value tonality over melody, made to be spoken with thin mouths and still be heard. This has culminated in a very aggressive accent that comes out as if they're spitting the words right at you. Of course, there are many languages spoken in Moruw, as evident by the sheer number of zu'aan from all over Taerel that have come to seek refuge in it, however some common words have evolved to be similar or equal among everyone, for ease of communication over the centuries. As stated previously, their art is very bleak and dark, evoking a sense of doom and uncaringness for life. It is, due to their rural and ruined settlements following the apocalypse and subsequent wars, deeply focused in sculpture, metallic or otherwise, and spoken word prose.


There are plenty of old songs and melodies that were repurposed after the kin'toni outbreak, as well as popular songs and ballads that were once used for the same purpose now used once again - to pass the time, to rush the hours, to calm boredom and ease and express the pain and anger they all felt faced with a ruined planet and civilization. Spoken word prose is mainly consistent of these songs. Some odd types might indulge in the art of poetry, but such a thing is rare and unforeseen in these days. As for visual art, many of the zu'aan of Moruw use and refine their metallurgy and blacksmithing skills via the making of artistic things, such as sculptures and other objects made for aesthetic purposes.

It serves a purpose in practicality - to teach the young ones the arts of working with metal and other things and to refine their craft through practical means - and it also serves an artistic purpose. It is, by far, the most popular means of passing the time and indulging the fine arts in Moruw, due to the abudance of metal and sources of heat. Glasswork has also been pupular in recent years, as sand has recently been imported from a southern tribe Moruw has formed a connection with. Furthermore, they also create instruments for musical purposes as of late, though this has not yet gained popularity, as knowledge of musical instrumental craft and knowledge of how to play these has been largely lost to the before of the kin'toni outbreak.


However, with the aid of foreign nations, some of this information can be regained and the joy of creating instruments, particularly brass and wind instruments, can paint the streets of Moruw once again. Though their music will, like their spoken songs, likely be very bleak.


Government

Moruw of today is governed by a ruling council of elders, appointed by a few prominent warrior and miner houses, called the Uranhaol. Each of the elders are also patriarchs and matriarchs of their respective house, but their inner politics are relegated to their taken’ous, their representatives within their house. For now, there is a parity of power, but in the days of religious schisms and the Tearful Reclamation, the power was relegated to the appointed dictator post, the Grand Igtannis, named after the founder of the city. This post held the ultimate power within the City and was supposed to be called upon in the time of emergencies, but during the Reclamation, the post was held by a Grand Igtannis Wotruw Galltour.

Galltour was paramount for the Reclamation, but his policies of constant martial law chafed the people. Constant rationing, drills, arms production and ludicrous proposals of universal armament made the name Galltour unpopular in the coming years, but to say that his actions were for naught would be a great disservice. In fact, some miner houses owe the name some fealty, due to him empowering them by bolstering their membership, expanding the city, building dedicated districts to mining and creating the balance with unproportionally powerful warrior houses. The only reason why warriors didn’t rebel is because most of them were still fighting and were in desperate need of surplus gear made of steel and iron.


But soon after reclamation, there were concessions to be made. Firstly, warrior houses went through a reorganization, which made them more into military units of old than families. While it did sap away the inheritance power provided by their prestige and service history, they could exert direct power from the masses rather than using arrangements and agreements. Secondly, miner houses have developed into manufactories, increasing their apprenticeship and therefore membership, along with providing more quality goods. Animosity between the two houses was inevitable, but the Galltour Uranhaol still had the situation under iron grip and continued to do so for several decades after Galltour was torched along with kin’toni pack leader in an act of self-sacrifice, leading to factionalism among the Uranhaol.

In 4E 177, secret societies withing the council come into open and started representing the interests of various inter-house blocks, roughly defined by their priorities of improvement within Moruw. Though they are in some ways helpful, sometimes factions propose downright impractical decisions, such as the disastrous terrace farming initiative of 193, which was swept over a dozens of promising farms in the lava flows, claiming hundreds of lives. In 207, when the factional council made one too many bad decisions, the government was subjected to the purge by the populace. Leaders of various factions were either forcefully conscripted into the scout units, fighting the kin’toni or executed by tossing them into the lava flow.


Military

The military of the city of Moruw is comprised of units that are organized in an asymmetrical fashion. For instance, the military units of the zu'aan of Moruw are formed by individuals, and are not organized by any other system. They are also not formed through the application of any system but are instead formed and selected through a system-specific process. The units are assigned to their units in order of strength, so each unit is assigned only to the units it is strongest in. This is in contrast to a traditional war where units would be assigned on the battlefield , which forces the unit to rely on its own resources. It is therefore only natural for the forces of a military unit in Moruw to be highly mobile and be able to deploy quickly and easily to cover all areas of attack.

Of course, as a mobile force, it should be capable of being trained in a matter of minutes. Therefore, a unit should have the ability to rapidly learn and adapt to different situations and battle conditions. A unit's ability should also be known in advance since the various military organizations are normally formed in very different manners and have different strengths. There are, however, some units which are able and capable. These are the elite units, such as the Special Operations Division or the Airborne Division. Any unit that is capable and able should always be deployed in such a manner that it can be called on at the moment of its greatest need. When a situation arises where a particular unit has to quickly react to combat.


Then it will be necessary for that unit or units to have a strong and effective structure that can take the necessary action in rapid fashion, regardless of whether the situation is a battle or a counterattack. In this case, an army will not be effective in its day to day operations. The same is true when a navy is facing a similar problem. This will occur, for example, when the navy has a small number of ships, in which case a major fleet is needed to provide a constant supply of fuel and supplies to the units operating in it. The navy will always need to have a fleet of vessels, which will be available for any operation that may come up. However, if the army is already deployed, then a force of one or more ships will only be needed, not a large fleet.

One should never think that a single ship or a group of boats can really provide such an advantage. An army should therefore always have its forces deployed as quickly as possible in order to keep them ready and available to use whenever necessary. To this end, all units should have the capability to immediately deploy to any area of operation. But, of course a unit is not so much a combat force as it is an organization. Units should not have to depend on the resources of other organizations for a good part of their success. Instead, they should depend solely on themselves. As long as they are mobile, this will produce a very strong, effective and powerful result.

Religion

'My skin sears like plates of melting bronze. My eyes shine like coals in the great furnace. I will walk this world as a harbinger of Fetray. I will fight against the plague.'

The religious beliefs of the zu'aan of Moruw is deeply rooted in heat and its symbology. They deeply worship the volcano at which their city was founded around, the Fetray, and they believe that it commands their fate and will eventually destroy their enemies and bring them virtue and salvation. They treat it like an angry, benevolent God, who is capable of giving them mercy and many rewards but chooses not to do so because of their own wrongful or misguided doings. Over the years these simple beliefs have been refined and culminated in the worship of heat, the heart of the volcano. Due to the sheer advantages that a constant and seemingly unending flow of iron and other minerals from the lava provide to the zu'aan of Moruw.

A lot of the population here has turned to blacksmithing, and even those that have not and work in wildly different professions tend to know a thing or two about metalurgy, as it is a necessary virtue in this metal-focused society. Knowing how to work with metal, melt metal, reshape metal, make heat do your bidding, essentially, became a praiseworthy and almost religious experience, and a lot of ritualistic performances in Moruw follow the concept of metallurgy and blacksmithing - the workings of the forge. Symbollic heat has caused other symbology, even those that are only vaguely associated with the opposite of heat, to be shunned to a level. An incident involving a group of northern escapees is of notable mention.


A group of zu'aan refugees, who came from a much colder region and were used to dealing with the cold, were named by some religious fanatics as 'harbingers of doom', due to the fact that they represented the opposite of the concept of heat, the heart of Moruw belief. This eventually caused them to be shunned and prevented their integration in the community, and they left out of their own volition to find better places. No violent means were taken at the time, though things following that incident became much more lethal and extreme. Human sacrifice was not a thing unheard of in Moruw. In reality, it simply started as a way to get rid of criminals and political opponents, and its associated religious narrative was nothing but a farse.

But as time grew, it became a reality, and now regular human sacrifice is a theme within Moruw. Typically, if there are no fitting sacrifices (criminals, nuisances) then the sacrifice is faked by higher authorities, but there have been more than one occasion where unplanned sacrifices were commited by religious sectors that actually believed in the Moruw ways of faith and other groups. In any case, heat is worshipped in full by the zu'aan of Moruw, who are highly despondent to the way fate has treated them in the past, and any symbols that might signify the opposite of heat are shunned against and repelled.


Miscellany

This article was written by mightyvanilla, stillsaneotaku#7727 and taken from Quyraness.miraheze.org Copyright 2020 mightyvanilla, stillsaneotaku#7727 "All rights reserved" unless otherwise stated. Permission has been granted by the author/s to have this page on the wiki. Takedown requests by the author/s will be respected. Please do not copy this article or any parts of this article and use it elsewhere.