NationStates Jolt Archive


Ankh Morpork [Fantasy Earth Factbook]

Naasha
09-10-2007, 19:23
Name: The Dukedom of Ankh Morpork (and outlying lands, colonies, semi-independent towns, cities and miscellaneous extra dimensions where appropriate).

Conventional Name: Ankh Morpork

Population: 700,000 of which:

650,000 humans (or derivatives thereof)
30,000 dwarves
10,000 trolls
5,000 elves ('high' and 'woodland' varieties)
1,000 gnomes
4,000 other races, including but not limited to: goblins, pixies, fairies, werewolves, wolfweres, vampires, ghosts and other undead, dunmer and altmer.

Overview:

The seething cauldron of life that is Ankh Morpork plays host to one of the largest population centres on the planet. The city is built upon the ruins of an ancient settlement, which was built on the ruins of an even older one. Situated astride the river Ankh, the city-state plays an important role in regional politics, despite the fractured nature of its own society.

Currently ruled by His Grace, the Lord Vetinari, the city has managed to avoid a war with its neighbours for almost six years, meaning another is soon to break out. One in fact, may have already broken out, somewhere, but the disjointed nature of communication with anywhere outside the reach of the nearest postmaster, herald or city watchman means that trivial news like wars rarely trouble the populace.

Geography:

The sprawling metropolis of Ankh Morpork occupies the land to the west of the Long Sea and east of the Circle Sea, on the river Ankh. It shares land borders with Cyrodil and Jiha to the south, Tol Fier to the east and Quirm and Sto Lat to the north.

Beyond the city and along the river Ankh is rich, fertile farmland that feeds the voracious appetites of Ankh Morpork. A wide, paved road runs both east and west alongside the Ankh, known as the Sheperd's Run after the livestock that is driven along it to the city each morning. The landscape is composed of open plains and low rolling hills, with villages and townships dotted throughout.

Of the three other significant settlements (those which permanently host a garrison of the Duke's soldiers), Ankh Hospos is situated on the western coastline, Eastfold on the edge of the Circle Sea and Tannos across the Circle Sea and to the north. Ankh Hospos and Eastfold are largely responsible for overseeing the agriculture and security of the surrounding farms and fisheries, as well as ship building and trading with the Empire of Cyrodil and Circle Sea States respectively. Tannos contains a large naval base and is mostly concerned with the strip mining of the significant iron, coal and sulphur deposits surrounding it.

Military:

(0.7%) 5,000 regular troops

These make up the Duke's Regiments, of which there are five. Each Regiment is comprised entirely of humans and numbers around a thousand. Battalions of a hundred men are assigned to various tasks, typically five battalions of pikemen, three of crossbowmen, one of swordsmen and one of cavalry. It is important to note that Morporkian cavalry are considered amongst the least reliable in the world, if some of the fastest in maneouvres, particularly the withdrawal.

The 1st and 2nd Ankh Morpork regiments are housed in and around the city, they are fiercely loyal to the Duke and are primarily concerned with the maintenance of order and defense of the city. The 3rd, 4th and 5th Regiments are based at Ankh Hospos, Eastfold and Tannos and rotate yearly.

(2%) 15,000 irregulars

Primarily made up dwarves, elves and trolls, the irregulars are based primarily in Ankh Morpork and drill outside of the city once a fortnight. Units tend to be formed by race and speciality, although no official rules exist to prevent a dwarf from entering, say, a troll warband. These warlike and enthusiastic part-time soldiers play an important role both in offense and defense, proving to be more willing and mobile than the regular troops themselves on occasion.

Notable units include:

The Iron Regiment, a well armed and disciplined dwarven unit formed from immigrants and mineworkers in the lands around Tannos. The soldiers are experienced and enjoy high morale carried over from their victories in skirmishes with goblin raiders.

The Super 'eavy Boys, a troll warband/street gang, which when not terrorising the streets of Ankh Morpork, make up for their crimes by serving as the primary assault troops of the dukedom.

The Special Company, comprised of those races deemed too small, stupid or dangerous to serve with 'regular' irregulars. They usually serve as scouts, engineers and sappers, although gnome and goblin members of the company have formed a small artillery section.

In addition to these forces, anyone brave or foolish enough to attack Ankh Morpork itself will most likely find itself up against a most violent and angry populace. This last line of defence is perhaps the most vital in staving off the attentions of larger, more organised powers, as most have found the city just too unruly to occupy.

Navy:

Two Galleys are used to patrol the river Ankh itself, which is usually swarming with merchant traffic. In the Long Sea to the west, Morporkian sea power consists of two 38 gun frigates which patrol the coastline and (theoretically) inspect suspicious shipping. These are the Merchant's Friend and Lucky Urchin.

Tensions around the Circle Sea, along with the establishment of Tannos to the north, have forced the Duke to maintain a naval presence in that area too. In fact, the 64 gun Protector has recently been launched to augment the three 38 gun frigates already in service.

Politics:

Ankh Morporkian politics revolve around the guilds, which play a big part in the lives of just about everyone. A guild exists for just about every profession, from tailors to grocers and even seamstresses. The thieves guild prey on almost everyone but the Duke himself, who maintains power by playing various guild leaders and religious figures off one another to keep the playing field (almost) level.

Amongst the commoners, freedom is a strong ideal and slavery has been outlawed for over a hundred years. Street justice is another common theme, as the City Watch is often overruled by lynch mobs keen to exact 'the people's vengeance' on particularly noted criminals.

Citizenship is universal, in that just about anyone or anything can claim to be a citizen of Ankh Morpork. Unfortunately, very few rights actually come with this title, besides that of tea and biscuits once daily in the Watch cells.

Economics:

The economy of the city is simple, in that there is very little formal economy at all. The informal economy on the other hand, is thriving and seems to produce infinite numbers of trinkets, wares and useless junk on very few materials. What businesses do officially exist, pay very little tax in order to make up for the whole inconvenience of registering, although foreign merchants and shipping are taxed a little more.

The city exports treacle, clay and assorted knicknacks in tremendous quantities, sometimes directly into the River Ankh. Trade with other nations is usually based upon the export of weapons and low value goods such as pottery and cutlery, with food as the major import.

The currency of Ankh Morpork is the Morporkian Shilling, which is weak against most other currencies due to the total lack of regulation and perceived value. Fortunately, the populace of the city is totally prepared to deal in whatever shiny metals their trading partners bring to the table.