The City of Aramoor

Here you will find information on Aramoor, this is possibly the most important lore to know about.

This is partially a wip.

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## Aramoor

Aramoor is the name given to our growing city, built into a deep canyon known as the Gorge, balancing precariously in and its walls. Aramoor is the centre of Aether, sitting dead centre between the three scales that make up our world with a total and diverse population of around 30,000 strong and growing.

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## Map

This map conveys the main hub of Aramoor, where most business and the heart of the city is at its centre.

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## Leadership

Aramoor is governed by the Democratic Legislative and Administrative Committee of Aramoor (DLACA), commonly referred to as the council. The government type for Aramoor is a non-partisan democracy, every 5 years the citizens of Aramoor votes for individuals, based on their merits.

Candidates must be citizens of Aramoor over the age of 18 and only citizens of Aramoor over the age of 18 may vote. A citizen of Aramoor is an individual who is either born in Aramoor or owns land or property within the cities limits. The cities limits are the boundaries of the magical barrier.

The electoral winners are based on the popular vote, every vote counts as one vote and the top three individuals with the most votes win the election.  The council is headed by three members and each member of the council shares rulership equally, each having as much authority as the other. Individuals can run for the council and can serve as many terms as they wish.

Underneath the council is a bureaucratic structure, this part of the government is appointed by the heads of the council after taking office and is not subject to a vote. Most commonly after a vote and new council heads are inaugurated, this structure is stripped and positions are re-appointed.

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Current members of the council:

* Dr Maroth Bellefonne Evans - Specialising in Social Affairs.
* Elli Black - Specialising in Financing.
* Dorothea Ravenwood - Specialising in Oddities.

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## Relevant Legislation and Laws

The following laws have been approved and are to be upheld within the city of Aramoor and it’s surrounding areas.

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### The Magic Protection Act of 1235

Approved by a vote of 3 (NPC Councillors) to none.

1. Under this act, a number of magics and magical fields are prohibited within the city of Aramoor.
2. Any individual will be arrested and tried to the full extent of the law if -
	1. found to be practising or researching any of the fields in section (4), (5).
	2. in breach of section (6).
3. Breaking this act is punishable by jail time, exile or capital punishment, subject to a judges discretion.
4. Individuals are prohibited from
	1. Reaching beyond the borders of life, this covers-
		1. research and practice of necromancy
			1. Necromancy is defined as an act against the dead, be it-
				1. Summoning
				2. Binding
				3. Exploiting
	2. Enthralling another
		1. Enthralling is the act of magically dominating another’s-
			1. Mind
			2. Personality
	3. Shapeshifting oneself or another into a-
		1. lower being
			1. With humanoids in the middle, higher beings are demons, angels and gods respectfully.
		2. higher being
			1. With humanoids in the middle, lower beings are animals, plants and minerals respectfully.
		3. This excludes races that have natural transformative states
	4. Time travel either -
		1. Forward in time
		2. Backwards in time
5. Individuals are prohibited from practising and researching Demon Magic.
	1. Demon Magic is the summoning of a demon for the purposes of-
		1. Bargaining for-
			1. Power
			2. Intervention
			3. Anything related to section (4)
6. Individuals are prohibited from using damaging magic unprovoked against another party
	1. Damaging magic is defined as any magic that may cause
		1. immediate harm
		2. lasting harm

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### Illegal Races Act of 1240

Approved by a vote of 2 (NPC Councillors) to 1 (Cllr. Maroth Evans).

1. Under this act, a number of races are not permitted within the city of Aramoor
2. Any individual found to be any of the non-permitted races within this act will be arrested and tried to the full extent of the law.
3. Breaking this act is punishable by capital punishment or exile, subject to a judges discretion.
4. Any species under the lycanthrope category:
	1. Lycanthropes are not illegal under the Magic Protection Act of 1235 (4.c)
	2. Lyncathorpes are defined as an individual who appears humanoid but can shapeshift either -
		1. against their will
		2. voluntary
	3. Examples of Lyncanthopes (Note: this list is not extensive and there may be some edge cases not covered in the legislation)
		1. Werebadger
		2. Werebat
		3. Werebear
		4. Wereboar
		5. Werefox
		6. Werehyene
		7. Wererabbit
		8. Wererat
		9. Weretiger
		10. Werewolf
5. Any species under the vampire category
	1. Vampires are defined as individual who-
		1. require blood for sustenance
		2. cannot enter a building without invitation
		3. avoids sunlight (nocturnal)
		4. has an aversion to garlic
		5. have pale complexions
		6. sultry demeanour
6. Any species under the wendigo category
	1. Wendigos are not illegal under the Magic Protection Act of 1235 (4.c)
	2. Wendigos are defined as individuals who-
		1. appear humanoid but can shapeshift either-
			1. Against their will
			2. voluntary
		2. require flesh for sustenance
		3. live on the outside of society
		4. exhibit an insatiable greed
7. Any race of elf that can be identified as a Blood Elf
	1. Blood Elves are defined as an Elf that can be affiliated or linked to the clan-
		1. Fur’ie ta Monn
		2. But’sh fe de Tross
		3. Go’shnix
8. Any race that can be identified as innately harmful or aggressive, willingly or not. Some examples of such innately harmful beings include:
	1. Gorgons, Lamia and Naga
	2. Gnolls
	3. Goblins
	4. Kobolds
	5. Drowned Lovers
	6. Pack Rats
	7. Rat Kings
	8. Golems of combative ability not under authorisation of the Dragon Guard
9. Any species not of this-
	1. world, some examples:
		1. Eternal Witnesses, and other such alien races.
	2. plane of existence, some examples:
		1. Vesix-dwelling creatures, such as Full-blood demons, this does not include demon sub-species born within Aether.
		2. Silia-dwelling creatures.
		3. Being born and/or bound by another realm outside of the Corruption Zone.

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## Magical Barrier

Around the city of Aramoor is a magical barrier, first erected by the gods before the great awakening. The barrier was created with old magic that predates humanoid magic, it has been studied many a time over the years. No one has truly been able to understand or contemplate exactly what it is made up of.

Unique to Aramoor the barrier protects those within by imbuing them with increased resilience and durability. The barrier currently covers the modern borders of Aramoor and is used to define the cities limits. Once you step out of the barrier and individual will lose all protection the barrier offered.

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## Culture

Because Aramoor is the centre of Aether and the three scales that make up the world. Aramoor has cemented itself as the centre of trade in this world. Every commodity and good that needs to go from one scale to another goes through Aramoor.

The trade tax installed by Makigo, close to the founding of Aramoor, is one of the oldest laws to date. This tax on imports and exports has generated a large amount of glimmer for the city as such it has funded a lot of city-wide projects. These projects created a lot of jobs which incentivised immigration to Aramoor from around Aether.

As such modern Aramoor is now a great melting pot of race and culture from all over Aether.

Many people bringing their own culture with them, over the years the people of Aramoor have adopted and transposed these beliefs into something unique to Aramoor.

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## Aesthetics

There are two distinct areas of Aramoor, the old town and the new town. The old town has stood since the begging of humanoid history. At the centre of Aramoor, the old town buildings are made of brick and visible dark wooden beams used as struts and load bearers.

The further out from the centre you go, you will enter what is referred to as new town.  The new town is the area built outside the old walls of Aramoor. Starting from close to the centre the buildings in this area are very uniform and similar in design. Lightwood and brick buildings.

As you make your way more to the edge closer to the walls this theme drops off and the buildings start to take on a more sporadic design. These houses were built by the immigrants that came to Aramoor and are often indicative of their cultural roots.

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## Currency

The currency used within Aramoor is Glimmer, made from bronze and silver alloy to give it it’s value. Glimmer has 0.31 grams of silver in every piece. A glimmer is a large coin 30mm in diameter and 3mm thick, made up of 8 smaller pieces called clips. 2 clips make a quarter and 4 make a half.

Each piece when minted in treated magically so that they absorb sunlight and emit a faint yellow glow. This is to prove a piece of glimmer is legitimate if a piece is left in the dark for a certain amount of time it will lose its glow. Putting the coin back in sunlight will recharge the piece.

* Broke, poor and lower-class individuals will find necessities such as food, clean water, medical supplies and more are hard to come by and will take some or considerable savings at great effort daily to purchase. Luxuries are exceptionally rare if ever seen to these individuals. These individuals are usually homeless and have no jobs, they can be found as beggars and street urchins with no shelter or housing.

* Working-class and scraping by individuals will find necessities are accessible but with some strain and very little leftover from their income for luxuries or even medical supplies. These individuals usually have some form of rough shelter, common jobs are waitressing, serving, fetch jobs, cleaning and maintenance.

* Middle class and stable individuals will find necessities are readily available with general ease and some finances left over for some luxuries now and then. They often have semi-decent to decent housing, can gain medical supplies if needs be and can be most commonly found working jobs in stores, running businesses, mercs, traders, guilds, teaching, the Dragon Guard, and some politics.

* Wealthy and affluent individuals will not need to know the price of necessities, finding their every whim and will meet with staunch speed. They can afford the best of the best and luxuries are an almost every day occurrence both in and out of their fine and spacious abodes, tended to by servants. These individuals can often be found working as managers, high-end politicians, the Legatus, nobles, aristocrats, diplomats, inventors, magical scholars and arcane wizards etc.

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## Academics

While Aramoor has public libraries it is not enough on its own to educate the people. For this there are a one or two public and private schools spread throughout the city that are funded by the Council.

These schools teach children from the ages of 4 to 18 with allowances given to species that age and learn more rapidly. Within them there are prayers held to the Viothist gods each day, free meals, their own libraries tailored to a younger audience, advanced classes etc.

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### Aramoorian Public Institute

The Institute was founded by Queen Pymicillea long ago, and since her departure it had descended into chaos with a lack of solid leadership at the root cause of the lack of order. This lack of such bred insubordination, crime, and rampant bullying.

It took 40 years for the Institute to regain some stability, finding leadership in the patriarchal figurehead of the Cheshire family even up to this day, after the family bought the land at a cheap price to develop the school further with seemingly innocent aims of aiding the people.

The Chesires quickly founded the Ace Class, in which the most gifted of mind and magics would be granted into this exclusive class of only 8 permitted, whom were granted vast resources and security to engage in their own private experiments behind closed doors. All so long as the aim was met to further the Aramoor Province. Records of what happens in Ace Class never get kept, and few are ever willing to disclose their deeds, however, such marvels to come from Ace are some of the finest in Dragon Guard equipment and engineering and more.

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### Themega Academy for the Gifted

It does not take a gifted individual to get into the Themega Academy, but a wealthy one. Where once the Academy was all about merit and the highest of grades, permitance and secure places are granted to highest bidder from across the Aramoorian Kingdom. It is a private school with closed off grounds and high protection, nothing is every free in this academy named after the Goddess of Justice.

The Themega Academy for the Gifted specialises in politics, business and healthcare.

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Once a student has left school, they may take higher education in the form of university. It is most common for the highest graders of every school - or wealthiest - to receive their higher education at the Oushivia Tower for a rough time of 4 years minimum. However, Aramoor has a community college that is well suited enough for opportunities.

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