Amrali Provinces

Map of the Amrali Provinces

### Climate

Temperate climate with a comfortable four seasons, unusual amount of rain on north coast

## People, Politics, and Economics

### Population

Humans, Dark Elves, Dwarves, Halflings, Elves

### Exports

Medical/Magical books, spell scrolls, medical supplies, agricultural surplus, cobalt

### Enemy Countries

None at present, formerly Deciles, Malderi

## Common Knowledge

In the west, the Amrali Republic thrives, headed by its metropolis capital of Amerale. Most tend to think of the Amrali Republic in terms of the capital itself, as it boasts two world-renowned institutions: The House of Healers, a legendary center of medicine and Soul magics; and the Almighty Library, one of the largest and most heavily-guarded libraries in Orelisle. Despite its clean appearance, Amerale also hosts powerful criminal gangs. The Amrali Republic suffered greatly as the site of the last battle of Darkfell in 10,014, but the dead and undead have long since been buried and the country has mostly recovered. Even after its near annihilation, the Amrali Republic persists as a military and economic powerhouse.

## Topography and Climate

In the east, the massive forests of Argider spill over into Republic territory, and sparser forests dot the Amrali landscape. The mighty Amrali River, one of the largest on Orelisle, bisects the country, winding through Amerale itself and through the treacherous Varful Ars Mountains in the north before depositing in the Mistral Sea. The country sees a temperate climate with a comfortable seasonal cycle, with the northern coast seeing an usual amount of rain.

## Population

The population is mostly Human with a large Dark Elven population due to the entrances to Tunnel Town and the Underdark. There are also reasonable amounts Dwarves, Halflings, and other Elves. One might also rarely find Duergar and Svirfneblin in Amerale. The combined population figure hovers just below 2,500,000 people inhabiting the Amrali Republic, with just below 1,000,000 living in Amerale itself.

## Exports and Trades

The Amrali Republic was founded on trade, and many of its citizens still carry the tradition. Most traders and merchants conduct business in Amerale itself, feeding on the city’s growing tourist economy. Nearly as many people work or study at the House of Healers, and the Republic is abundant in doctors and Soul magic-users. Major exports include medical and magical books, spell scrolls, medical supplies, agricultural surplus, and cobalt.

### Currency

The Republic and Amerale itself rely on a standardized currency of gold and silver. The government mints coins featuring the face of the Queen on one side (or the face of a former member of the Council of Five, depending on when the coin was minted) and the Amerale insignia on the other. Every two silver coins, or Nisbani (singular Nisban), is worth one gold coin, or Ban (plural Bani). Twenty Bani (or forty Nisbani) is worth a Bullion, the catch-all term for the currency. A single Stone is generally worth about two Bani. The Amrali Treasury regulates the minting of Bullion, and also holds and manages the finances of Amerale.

## Government

   The Amrali Republic operates under a monarchy with socialist unification, ruled by Queen Leila Tayanar. Local governmental forces are placed in each province, each province being managed by a Lord or Lady. Aside from Amerale itself, cities are maintained by councils. Socialism provides equal opportunity for its citizens to reach their maximum potential with a strong central government.

The Amrali Republic and especially Amerale itself maintain a close relationship with the Underdark city Tunnel Town. Given that Tunnel Town is directly underneath Amerale, and various caves and tunnels near and inside the city lead directly to Tunnel Town, a working relationship is necessary to keep tensions from boiling over into violence. To this end, Tunnel Town and the Amrali Republic share judicial practices and some of their guard so that criminals from one nation cannot escape to the other.

### Military

Though heavily-battered by Darkfell, the Amrali military approaches Aiur in terms of its prowess. The army is both conscript and volunteer, with a set amount of time required by most citizens to train and a draft during times of need. Amerale also wields a highly-adept force of magic-users, with even basic foot soldiers receiving basic training in the craft. The House of Healers works directly with the military, granting soldiers unparalleled battlefield healing. The Amrali military owns three airships: the *Cobalt Dragoon*, a controversial and retired but powerful warship; the *Steelhammer 2*, a clunkier ship with a higher defense; and the *Queen’s Grace*, a newer ship focusing on repeated high-speed assaults. The military may also use a small selection of powerful rituals only distributed in times of great distress. The current military head of Amerale, below the Queen, is a wealthy, brilliant, ruthless High Elf named Vonaera Dryaeryn.

## Social Hierarchy and Culture

Most Amrali citizens, though often not those from conquered lands, share a militaristic sense of national pride. Most people also place a high value on both commerce and the pursuit of magic. Magic-users are highly valued, and often afforded more respect than others.

While no strict caste system exists, the noble families of the Republic have always wielded an inordinate amount of power. Additionally, though she no longer wields the power she once did, the High Quartile and those close to her in Orthocenter still hold a great deal of cultural influence.

### Religion

The Amrali Republic has no official state religion, instead encouraging free religious expression. Over the centuries, this has led to a sort of hybridized pantheon for many Amrali citizens.

A small pantheon of deities have been worshipped within the Republic millennia before even the founding of Amerale itself. This pantheon includes: Mestu, the goddess of harvest, craftworking, and the arts represented by a hammer circled by multicolored wheatgrass; Vatra, the god of hearth, home, and authority represented by a burning, outstretched, open-palmed hand; and Nesat, the goddess of commerce, wealth, and luck represented by a cobalt-blue dragon’s head. Mestu and Vatra each have their own temples and churches scattered across the Republic, but most homes have a shrine dedicated to at least one of them. Nesat is cursed as often as she is thanked, and only has a few small shrines in centers of business. Nesat is also the only one of the three to have supposedly intervened directly in Amrali affairs, as stories tell of her descent as a blue dragon from the Varful Ars Mountains in ancient times to exact a hefty toll.

Centuries of Taphrani immigration have integrated their religion into the Republic’s culture as well. While not formally worshipped en masse, many shrines are dedicated to the four Terrestrial Spirits Ignis, Nadin, Geltar, and Kali’i and the three Celestial Spirits Ran’Tao, Randel’nar, and the Great Owl.

Former residents of Deciles, who stay mostly inside the Sfântă Province (see below), still worship the teachings of the High Quartile. The High Quartile originated in and heavily draws from Aiur, placing special emphasis on naturally forming symmetry, and maintaining symmetry and regularity in one’s life and actions.

The Cult of the Everlasting Sun, a group devoted to both the Sun and superiority of Golden Dragons, also holds sway in small pockets throughout the Republic, though modern believers stray away from the stricter, draconian practices it once maintained. There is still an Orthodox Church of the Everlasting Sun in Amerale itself for the most staunchly devout, however.

### Crime

Though primarily concentrated in Amerale itself, the Amrali Republic has a thriving underbelly. Many criminal gangs hold sway in the slums and back-alleys, but none rival the power of the Silfedis Mafia. Historically, the Silfedis Mafia controlled the Republic with a subtle but unshakeable grip, but has recently taken a step back and actually begun improving the lives of Amrali citizens just barely within the confines of the law.

## Cities, Towns, and Villages

There are various cities and towns throughout the Republic but Amerale is the most well-known.

### Amerale

A massive multicultural, multiracial city-state, with a huge surface metropolis and the Underdark metropolis Tunnel Town beneath it. Given its importance as the capital of the Amrali Republic, Amerale is considered its own province. Amerale’s cityscape is divided into four major districts, which are then divided further into smaller blocks for the purposes of governance.

#### Râu District

The oldest district in Amerale, and the one closest to the Amerale River. The river docks opposite the city’s wall are almost always bustling with activity, and most major businesses own at least one warehouse in the area. Most of Amerale’s middle class lives in the Râu District, but some aristocrats still live in their ancestral manors near the river. Three buildings of note are: the Gilded Broadsword, a highly reputable inn, at the farthest northern tip of the Râu District and just barely present on the Amerale Bazaar; the Old Arena, an ancient arena built by the Steelhammer family before they moved their holdings to the Nor District; and the House of Healers’ secondary site, based out of their old building on the riverfront.

#### Piaţă District

The centermost district, and the Amrali Republic’s economic heart. The Amerale Bazaar, vast and lined with merchants and auctioneers peddling their goods, occupies most of the Piaţă District. Almost anything sold can be found in or around the Bazaar. The Piaţă District also houses a small natural park to the Bazaar’s east, the Amrali Royal Treasury to its west, a number of auction houses to varying degrees of quality littered about, and the Academy of the Everlasting Sun, a free center of mundane and magical learning to which most anyone can apply. This district is also known to have many tourist traps.

#### Nor District

The northernmost district, as well as the geographically highest. Most noble families and aristocrats relocated their estates to the Nor District millennia ago. This district houses the most culturally and politically influential buildings in Amerale, such as: the Cincinimi, the former headquarters of the Council of Five, now a multipurpose building used for the Queen and Her parliament, general political assembly, town halls, and courtroom hearings and trials; the House of Healers, the premier institute for the study of medicine, healing, and life magic with heavy funding from the Queen, located on the border between the Nor and Piaţă Districts; the Steelhammer Arena, a massive colosseum built by the Steelhammer Family that holds daily bloodsport -- with medical assistance from the House of Healers, naturally -- to the entertainment of the Amrali public; the Silver Spire, a multipurpose military building housing the city’s largest garrison, military training grounds, and airship docking space and equipment, located between the Steelhammer Arena and the upper class neighborhoods; and the Almighty Library, a joint effort of knowledge between the House of Healers and the Academy of the Everlasting Sun, known for being almost as impenetrable as the Queen’s quarters.

#### Carcasă District

The walled-off Carcasă District houses the most of Amerale’s lower class, as well as much of its criminal underhive. Nearly a century of being walled-off from the rest of Amerale, with leadership seeming to ignore the strife it causes, has turned the Carcasă District into a heavily-overpopulated slum. The only building of particular note in this district is the Fallen Oak, a seedy tavern on the slums’ eastern edge. The Fallen Oak is named for its bar: a large, fallen tree magically enchanted to never die or shed its leaves. Enough alcohol has been spilt onto this tree that anyone magically immersed in it quickly grows intoxicated, to the amusement of the employees and patrons alike.

#### Outside the Walls

The only two places of note within Amerale’s sphere of influence but outside its walls are the Amerale River and the Amerale Royal Prison. The Amerale Royal Prison also contains the high security solitary confinement unit known as the “Alexander Dante Detention Center”, or “Al Dente Center” for short.

### Oţel Province

Occupying nearly all of the Amrali Republic’s northern seaboard, the Oţel Province houses a smattering of small lakes, the northern mouth of the Amrali River, and the Varful Ars Mountains in their entirety. Primary exports include raw ores, minerals, cobalt, and small amounts of fish.

#### Răgaz

A tiny fishing and trade village built into the hollowed-out cliff face of the northern coastline. One might find scavengers and archaeologists living near here to explore the nearby ruins of the Höfn colony.

#### Haugr

A mining town in the Varful Ars Mountains. Unlike its sister colony Höfn, Haugr ceded to Amrali conquest, and retained most of its independence.

### Trudă Province

Spanning from about 20 miles south of Amerale itself to eastern border of the country, Trudă Province is mostly farmland, but its proximity to the Republic’s border makes strategically important to defend. Primary exports include meats, dairy, produce, lumber, and handmade furniture.

#### Tâmplar

An average, mid-sized town known for quality carpentry.

#### Balaur

Less a town and more a military station, the hilltop Balaur Castle is the first line of defense along the border with Dahaan Havazh. The Castle itself occupies around 500 square feet at the top of grassy, hilly expanse, surrounded by farmland.

### Sfântă Province

Covering the Amrali Republic’s entire southern third, the Sfântă Province retains the strongest religious and cultural identity of the Republic’s conquered groups. Primary exports include fish, pearls, marble, and precious stones in small quantities.

#### Orthocenter

Former capital of the religious state Deciles, this coastal city acts in highly limited capacity as a port city, focusing instead on pearl farming, fishing, and art. Older inhabitants still believe the teachings of the former High Quartile, but wouldn’t dare trying to continue the Tessellation again. Orthocenter’s immediate access to the Metri Sea makes it a strategic stronghold for Amerale’s burgeoning navy.

## Alliances

The Amrali Republic is currently a member of the Orelisian Council, but does not have any true allies. While not hostile to foreign powers, their openness to their policies of conquering and assimilating smaller, weaker nations makes forming alliances difficult for the Amrali Republic.

One notable exception to this would be the underdark city Tunnel Town, located almost directly below Amerale itself. Both powers have a long history of economic, judicial, and military cooperation with each other. If any single place could be considered a true ally to the Amrali Republic, it would undoubtedly be Tunnel Town.

## Enemy Countries

The Amrali Republic lack any countries that can be considered “enemies”, though many countries are wary of them and their conquering tendencies. Aiur, though it still trades with the Republic, sees the conquest of Deciles the High Quartile as a cultural and religious slight. Similarly, though both countries still trade, tensions ran high between the Republic and Malderi for many years following the destruction of Höfn. Though time has eased tensions greatly, there are still many in these nations who cling to these events.

## Founding and History

### Warring Clans, the Founding of Amerale, and the Early House of Healers

The area that would eventually become the Amrali Republic began as a hotbed of clan wars and infighting. Amidst the anarchy,  the belligerent Balaur clan rose above those around it and became the dominant power near the Amerale River. So unquestioned was their rule over the River that no clan even dared challenge them, choosing to war amongst each other than risk poking the bear that could wipe out even a unified army if it so chose.

In 3641, this lull of peace gave birth to Amerale, a small town founded by and dedicated to master artisans sharing their works with each other. The other riverside clans, barring the unaffiliated Balaur, agreed that Amerale would be truly neutral territory, as it became more of a town of celebration than anything. The great works of the artisans, now called Craftmasters, drew onlookers and merchants in swarms. The rapidly increasing population led to an outbreak of an unknown plague in 3656, prompting the doctor Darvus Tayanar to tirelessly seek a possible cure. He could not find a cure, but his efforts prevented the disease from wiping out Amerale completely. Darvus later made a permanent residence in Amerale, taking on aspiring medical practitioners and opening his House of Healers to the public.

By 3729 Amerale had become an economic powerhouse in northwestern Orelisle.  Amerale’s newfound economic prowess united most of the area’s clans under its banner, but not without drawing the ire of the long-dormant Balaur clan. They began mounting for war, until three representatives of Amerale and its affiliated clans met with the Balaur leader, Ticălos Balaur. Grimbold Steelhammer, Bana Multi, and Darul Vorbirii proposed to Ticălos that by simply incorporating the Balaur into Amerale, everyone would benefit. Through conquest, the merchants and artisans gain new markets of people, and all parties gain more resources. Ticălos could not help but agree. To govern this new merger, the clans formed the Council of Four, composed of a Warmaster (Ticălos Balaur), a Craftmaster (Grimbold Steelhammer), a Master Treasurer (Bana Multi), and a Stranger (Darul Vorbirii). Each member served for life, with the clan leaders choosing new members upon the old members retiring or dying.

### War and Reconciliation with Tunnel Town

The city-state of Amerale expanded its influence across the region, radiating out from the Amerale River with alarming speed. Its prosperity continued to rise until 4503, when a sudden and unexpected war with the Underdark city Tunnel Town threatened to destroy Amerale. Not far from Amerale, but deep below the surface, an underground canal constructed by the Old Binturian Kingdom ensured fast transport for merchants and their goods. Tunnel Town, whose merchants also used the canal, claimed that its proximity to the Underdark made it their property and demanded a tax from the Amrali merchants using their canal. After reaching a bitter stalemate in 4524, Amerale ceded to all demands, but many Amrali merchants circumvented the taxes through partnerships with Dark Elves and the tried tradition of bribery.

Over the next hundreds of years, tensions between Amerale and Tunnel Town gave way to sturdy commercial ties. Why let a little war get in the way of some good business, after all? As a mutual show of good faith, Tunnel Town lifted the tax in 5283, and Amerale added a representative of Tunnel Town to their ruling body that same year, creating the Council of Five. Many in Tunnel Town resented the influence Amerale wielded over their businesses and culture, but the benefits of their business were too appealing for any major action to be taken. Meanwhile, as a semi-uneasy peace reigned between Surface and Underdark, Amerale continued to assimilate nearby clans and tribes.

### The Tessellation War

In 7460, a burgeoning religious empire to the south called Deciles began a policy of rapid expansion in what would become known as the Tessellation. This extreme application of their beliefs involved conquering a section of land, razing any pre-existing structures, and constructing new buildings identical to those in the surrounding Deciles territories. The new Deciles government would then force those it had just conquered to adopt their culture and religion, on pain of death. This would (in theory) eventually create a widespread culture of symmetry at small scale, which could then be integrated into a single, large-scale symmetrical nation.

Amerale claimed military intervention on moral grounds, though the Council of Five and the military had both been chewing at the bit for an excuse at all-out war with Deciles. The war progressed slowly, each side losing ground, retaking it, losing it again, and so on. Though Amerale possessed a sheer numbers advantage and paid mercenary companies to fight on their behalf, Deciles soldiers and citizens fought with an almost unnatural fervor. Deciles also used a number of combat-oriented rituals to turn the tide of battle.

The war finally ended in 7543 with the capture of Orthocenter, the capital of Deciles, and the surrender of the High Quartile. The High Quartile, after some persuasion from the new conquerors, declared the Tessellation a failure that need not be pursued further. The remaining Deciles territory was quickly assimilated into Amerale’s sphere of control.

### The Academy of the Everlasting Sun and the Almighty Library

The Cult of the Everlasting Sun, a secretive and traditionalist religion, gained traction during the Tessellation War as a new source of hope. Its popularity continued to grow, and it founded the Academy of the Everlasting Sun in 8596 as a center of  academic and magical learning for its members. As time passed however, and new leadership took hold of the Cult and the Academy, its secretive policies fell away and both groups became more open to the public. In 9112, the Academy of the Everlasting Sun officially began accepting public applications and fully waived the cost of tuition. It was also around this time that the House of Healers and the Academy of the Everlasting Sun began construction of the Almighty Library.

### The Höfn Massacre

Starting in 9301, Malderi began sending its citizens to colonize the inhospitable coastline north of Amerale. The first of these colonies, Höfn, was hewn into the cliff face itself, becoming an urban center almost overnight for fishing, access to Amerale, and the lucrative cobalt mines. Peaceful resolution caved quickly, as each side felt they were entirely justified in claiming the coastline. Amerale hadn’t claimed the land north of the Varful Ars Mountains, but considered it adjacent enough to their territory that colonizing the area would be violating their borders. Malderi, still recovering from the Belegost War of Independence, had colonized inhospitable, unclaimed land and used it to revitalize their economy.

Diplomatic ties were severed, and plots for war begun. The Council of Five, however, agreed that a preemptive strike using their newly-constructed airship could end the coming war before it began. In the early morning hours in 9304, the Cobalt Dragoon descended upon Höfn, and laid the unsuspecting city to waste with both arcane and mundane weaponry. Most of Malderi’s navy was completely obliterated, and what remained surrendered before the night was over. All told, 49,628 soldiers and 2,024 civilians lost their lives. Höfn was quickly abandoned, and Amerale swooped in to claim the remaining colonies. Malderi, too greatly weakened by the attack, fully retreated from the northern coastline, never to return.

News of the Massacre led to widespread outrage throughout Amerale. The underhanded tactics and the sheer scale of the bloodshed upset many citizens, and made many trade partners uneasy. Civilian mobs demanded the Council of Five take action, and quickly spiralled into rioting. The Council, initially dismissed the outcry as temporary, constructed a wall around the most heavily populated district with the most frequent riots, the Carcasă District, to prevent angry mobs from reaching someplace important. After it became clear that the event could not simply be brushed under the rug, the Council of Five tried and publicly executed everyone involved in the Massacre, which seemed to sate the masses. The Cobalt Dragoon was quietly retired, construction on a new airship began, and the Council of Five slowly began to slip the incident under the metaphorical rug.

### Darkfell and the Founding of the Amrali Republic

In 10,014, a Drow mage named Vierfrynn, incensed by the power Amerale held over Tunnel Town intentionally or otherwise, attempted to destroy Amerale. After securing a position on the Council of Five under the guise of Iraezyne Arabeth, her first attempt unleashed an alchemical poison into the Amerale River that, when ingested, forcefully transformed the affected into a Dark Elf. The more noteworthy second attempt led a colossal army of undead across Orelisle during what would later be known as Darkfell. The final battle of this nightmare took place at the city of Amerale itself. With the intervention of the Binturians, Amerale successfully fended off the army and seemingly defeated Vierfrynn at a heavy cost. Much of the Amrali countryside was destroyed, Amerale itself had been damaged and broken, and casualties numbered in the hundreds of thousands. With most of the Council of Five missing or dead, the nobles of Amerale congregated in the Council’s former meeting hall to discuss new options to govern.

The final decision was to implement the current government, described above, with Faysal Tayanar serving as sole monarch. Shortly after the Council of Five’s official dissolution, a dracolich attempted to subjugate the newly-formed Amrali Republic. Its initial attack killed King Tayanar, but the people retaliated with the new Queen Leila Tayanar. The dracolich was killed that same year, and its phylactery destroyed.

## Further Information

Generally speaking, names of locations and individuals from the Amrali Republic or Amerale itself are similar to out-of-game Romanian or Latin words, or are derived from such words.