Amir
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Tech Code:6
Governments: Constitutional Monarchy under the Count of Amir
Religions: The Old Way.
Industries and Trades:
Major Terrain: Flatland, Sea, Swamp
Primary Languages: Kelorn.
Major Settlements: Amira's Landing,

Geography


Physical Geography

Amir (ah-MEER) is one of the many small domains bordering the Inner Sea. Sitting on the south-eastern coast, it marks the place where the marshes of the north and the hilly country of the south both meet the rolling plains of Taurvann, making Amir a geographically diverse land indeed. The southern section of the Bakari marshlands are perhaps the most unusual and inhospitable country in Amir, though they are tame by comparison to the heart of the swamp to the north. The land is boggy, and the coast mostly mangroves and mud. Occasionally large tracts of land are underwater, sometimes only knee depth, sometimes deeper than a man is tall. Reed beds and long-rooted trees cluster together to form living islands, meaning waterways shift from season to season, and all but the most dogged or canny traveller leave the place alone. Criminals sometimes flee into the swamps, but they seldom emerge. Either the natural dangers of the marsh does for them, or the goblyns pick them off when they inevitably stray over the border.

In the south-west the land more closely resembles the prairies of the nearby Taurvann, though the land is more hilly as it rises to meet the Manese hills. Tall grasses are whipped in the wind, and bare rocky areas attest to lightening strikes, or areas of poor soil. Small fires are common enough during the summer, but they seldom reach far. The land here is often covered in light cloud, and misty drizzle is common, but temperatures are mild and don't fluctuate much, and the howling gales that blow across the inner sea come here to die, only hitting the coastal lands with any commitment. The Asarmire that flows from Amira's Landing south into Taurvann frequently experiences spring floods inland, while the Bakka which feeds the wetlands is the widest river in the entire basin, and winds sluggishly all the way to Cal Manar, but sees very little traffic or civilization along the way. By contrast, the shores of Black Moon Lake are busy, and its waters, though technically part of the Taurvann, are alive with little fishing craft, and cautiously husbanded bamboo plantations.

Much of the land at the heart and west of Amir is hilly country, with frequent woods and small lakes breaking up the landscape. The woods themselves are seldom dense, and almost pleasant, although morning mists have a habit of lingering, and dense undergrowth make them damp and sometimes muggy. The folk of Amir have little interest in these woods unless it is to clear them for the land that they occupy, so many are ancient, and flora that are rare elsewhere grow in abundance here. The ragged coastline, however, is rougher. The coast itself tends to stretch languidly towards the sea in the form of long white beaches that saunter up to rolling dunes. Good harbour is rare because the waters are shallow along the coast, but shellfish and crabs are plentiful and easily gathered at low tide.

Political Geography

Danten en-Amira, Priest-Count of Amir rules over this realm from his palace at Amira's Landing. The title of Priest-Count signifies responsibility for the old spiritual home of the Kelorn Empire more than it does the role or training of the current, or as far as anyone can tell, any previous count. Amir is also responsible for the protection of the Temple of the Old Divh, far to the west, by ancient pact - and this responsibility has shaped the county to a great extent. Despite his charged protectorate being dozens of miles into Taurvann, Amir maintains and defends the only road into or out of those rolling plains, garrisons the city at the end of it, and supplies that garrison.

Social Geography

As a result of their probing into the horselands, the folk of Amir have developed a much closer relationship with the Kai than other nations, and the horse nomads are welcome to trade or camp within the borders of Amir - though they are kept out of the cities and major settlements during the night, because their reputation for thievery cannot be wholly overlooked.

Faiths and Worship

Without a doubt, Amir has arisen as the bastion of the Old Way. Perhaps it is its proximity to, and special relationship with the Temple of the Old Divh, or the special charge of the Count-Priests, but the law forbids the establishment of other shrines and temples in the borders of Amir, the the people, rather than rebelling against such restriction, whole heartedly embrace, and even go out of their way to enforce it. Of course, a pilgrim or missionary is welcome to stop and share his views with the Amiri people, though he will find little interest, but should he try to stay often he will find his neighbours tight-lipped and hostile, his coin insufficient no matter how generously he shares it, and in some cases his home burned or possessions cast into the sea.

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History


Timeline

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People


The Amiri

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Flora and Fauna

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Notable Individuals

Danten en-Amira, Count-Priest of Amir
In a land where the old ways are slowly becoming a burden, the Priest-Count of Amir, Danten en-Amira, bears his duties with dignity and pride. The middle-aged count may not look like much, but he is a polished statesman, masterfully managing his role, both ceremonial and civil, to keep Amir whole and prosperous. Rumour has it that he has eyes and ears in every corner of Amir, and not even the dropping of a pin escapes his notice. Without the prestige of the greater counties or the outside influences of the realms to the east, Danten has been left with few serious threats to his rule, save the occasional skirmish with Bakkar, or its marsh-goblyns. Lucky enough to inherit a domain with a modest treasury, adequate army, prosperous population, and growing influence the Count has fostered Amir's growth, and the people see the land's growing prosperity and respect and admire their leader for it.

Culture


Social Etiquette and Customs

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Arts and Entertainment

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Architecture

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Diet and Eating Customs

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Fashion and Dress

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Religion and Philosophy

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Transportation and Communication

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Common Pass Times

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Political


Political System

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Legal System and Enforcement

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Military

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Technology


Architecture and Construction

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Daily Living

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Major Industry

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Medicine

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Economy


Trade

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Major Export and Import

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Money

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Today In Amir…


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The Domains of the Inner Sea Basin
The Taurvann, Cal Manar, Amir, Bakkar, Kel Wacuite, Kord, Taal, Lodel, The Inner Sea, Kel Saratose, The Mhul Pont, The Goblynfells, Camar, The Crooked Plains
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