Amridge
The Tinkerer's Aspect
Amridge, the Tinkerer's Aspect, is where the inventors, artisans, alchemists and scientists thrive. It is the birthplace of many technological advancements and inventions of Syoll, with a myriad of educational institutions and volatile workshops. It is the youngest of the aspects, having changed from being a Miennan hold in 411, and is also the most modern aspect.
The three Amran holds are named after geographical features: the western Lake Hold, that includes the coastline and its settlements (including the capital), the eastern Peak Hold, which lies along the ridge of the Neverending Mountains, and the Snow Hold, that encompasses everything inbetween. The Triad Representatives will usually commute to the hold capital for important events, but usually remain based primarily in their home towns.
Fundamental to Amran culture are the pursuit and protection of knowledge and inspiration. Those who spend their days in pursuit of new solutions, technologies, and theories are highly revered in society. This consequently raises the value of truth. Lying is a terribly offensive thing to do in Amridge and is deemed an offence towards their core beliefs of gaining true knowledge. Generally, Amrans have the reputation of being well-educated, detailed, and sometimes a little arrogant, as well as being rather socially awkward. At the same time, the stereotype of the slightly crazy Amran conducting dangerous experiments alone in their workshop also exists, especially among Farathinians.
Trade is very active in Amridge, particularly at the coast and borders, as it is vital for the survival of Amrans. Depending on the source aspect, materials and goods are imported by road, ship, or airship and distributed in the aspect by the same.
Political Structure
During its time as the third Miennan hold, there were many tensions about the growing independence of the Amran people and industry. As they became more independent, they began to want to develop their new technologies without splitting their profit in three. After a 6-year period of negotiations, Amridge became a fully independent province on the 8th of Sirdes 411, changing the Seven Aspects into today's Eight Aspects. The following rapid construction of more cities and the subsequent divison into holds happened less organically than in other aspects, and thus is more planned out.The three Amran holds are named after geographical features: the western Lake Hold, that includes the coastline and its settlements (including the capital), the eastern Peak Hold, which lies along the ridge of the Neverending Mountains, and the Snow Hold, that encompasses everything inbetween. The Triad Representatives will usually commute to the hold capital for important events, but usually remain based primarily in their home towns.
People and Culture
Although Amridge is a cold and barren tundra land, it is populated very well. Skyehold, Amridge's capital and most populated city, lies in the south, along the coast of Nessur's Eye. While a large percentage of the population resides in towns and cities, there are many smaller villages and hamlets around the southern border, where the population is spread out more. The population is slowly growing, and is on average quite young, mainly due to the large amounts of educational establishments.Fundamental to Amran culture are the pursuit and protection of knowledge and inspiration. Those who spend their days in pursuit of new solutions, technologies, and theories are highly revered in society. This consequently raises the value of truth. Lying is a terribly offensive thing to do in Amridge and is deemed an offence towards their core beliefs of gaining true knowledge. Generally, Amrans have the reputation of being well-educated, detailed, and sometimes a little arrogant, as well as being rather socially awkward. At the same time, the stereotype of the slightly crazy Amran conducting dangerous experiments alone in their workshop also exists, especially among Farathinians.
Travel
Travel across Amridge is both versatile and efficient. Next to the paved roads along the southern border, western coast, and connecting hold capitals Zheford and Perriah, travel by airship and water is also very accessible. If travelling across the snowy fields, some people might also choose to travel by diredog sleds. This is perhaps a less efficient manner of travel, but it is said to be the most fun. Perhaps that is the reason for it surviving as a travel method for longer than anticipated. Overall, travel across Amridge is quite safe, given one has warm enough clothes and doesn't journey during extreme weather.Resources and Contribution
Amridge has a booming technological and pharmaceutical industry, with its most important exports being remedies, tools, technological devices, and vehicles such as airships (which were also invented in Amridge). Providing such a large number of things for the rest of the country, the aspect makes up for its high import of grain and animal products. Though the ground is not as naturally barren as Miennach's, the weather makes it incredibly complicated to cultivate anything more than ferns or mosses.Trade is very active in Amridge, particularly at the coast and borders, as it is vital for the survival of Amrans. Depending on the source aspect, materials and goods are imported by road, ship, or airship and distributed in the aspect by the same.
Imagine, Invent, Inspire
Founding Date
8th of Sirdes 411 CY
Type
Geopolitical, Province
Capital
Alternative Names
The Tinkerer's Aspect
Demonym
Amran
Neighboring Nations
"We pledge to seek the answers to questions past, present, and future. Only that which cannot be known will remain beyond our grasp."—excerpt from the Amran Pledge, delivered first in a speech by Bertelis Battlehammer (411)

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