Amoria
| Amorian Colonies Amori'enemaceyleuleyyan | |||||||
|---|---|---|---|---|---|---|---|
| |||||||
Location of Amoria | |||||||
| Capital city | Tulanahea | ||||||
| Demonym | Amorina/Amorian | ||||||
| Government | Dual Monarchy of mainland, overseen by Eastern Ruler Eastern Queen: HeaKiki'tsaleu | ||||||
| Official languages | Common Amorian, Aristoamorian, English | ||||||
| ISO-3166-1/2 | AO | ||||||
| ISO-3166-1/3 | AMR | ||||||
| Currency | Reyghyn | ||||||
The Amorian Colonies (Common Amorian: Amori'enemaceyleuleyyan /a.mo.ɹi.ʔen.e.ma.ʃeɪ.lə.leɪ.jan/) are a nation located in Aŋtarctica just northeast of Appalliŋesia founded by BoubaKiki1102 on Tuesday, December 23, 2025, which was the second Hiding Day (Igemabarmaneulana) of 1340 on the Amorian calendar.
History
Pre-Nguhcraft Colonization
(Note: Much of the lore is yet to be written.)
Mainland Amoria exists in a separate world from its Nguhcraft colonies. On this world, it has a rich and long history and culture. The time of its founding is debated, but myth claims it was founded by the goddess Rahmeuniwa, the goddess of rivers, when she separated the central island from the peninsula that surrounds it. At first, Amoria had no ruler, and was instead an anarchist democratic society, where rules were never set formally and enforced by the people. This changed, however, when Tcanekov declared himself the first Lord of Amoria.
Pre-Nguhcraft Imperial Era
Amoria's imperial era began in the year 1098 on the Amorian calendar. The first place colonized by Amoria was its neighboring state of Elaria, although this claim was quickly dissolved due to rebellions. Since then, Amoria's borders have expanded to more of the peninsula surround it, more than tripling its size.
Arrival on Ngearth
Amorians first arrived on Ngearth on the second Hiding Day of the year 1340, 37 years after discovering interworldly travel (see Magic & Technology section), approximately 29 years in the Gregorian calendar. They emerged from what is now called the Amorian Sea and starting developing land on the Northwestern corner of the sea. The first pier built in the new colony was called Myngni, or A Beginning, and the first town in the colony was called Tulanahea, or New Hea.
Magic & Technology
Amoria has a history of magic use, both technologically and personally. Much of Amorian technology does not function purely off of magic, but a significant amount of it runs off of magic crystals and plants found in mainland Amoria. There are three main types of magic: locative, manifestation , and conjuring.
Locative Magic
As the name suggests, locative magic is a type of magic that can manipulate locations of objects or beings. Locative magic is the easiest of the three magics for an individual to use and the easiest to harness with technology. Lighter objects are easier to pick up, just as if one was using their hands, but when implemented into technology, it can move much heavier objects, creating potential for large vehicles.
Interwordly Travel
In the year 1303 (1997 on the Gregorian calendar), it was discovered that, under extreme and specific circumstances, locative magic could be used to travel between worlds. This is not used commonly, but Amoria has set up two colonies using this method, the Nguhcraft colonies being the second. In order to use locative magic in such a manner, one must first travel (alive) to or near the center of the planet, as gravity and mass warps at such a depth. This allows locative magic to be amplified to an extreme. When traveling to their interworldly colonies, Amorians will also use strong manifestation magic to ensure safety of their vessel as it descends into the ground.
It is theorized that this method could not only allow people to travel between worlds, but also realms or layers of reality, although a conclusion for or against this theory is yet to be reached.
Manifestation Magic
Manifestation magic is a type of magic that can will certain things to happen. It is incredibly difficult to use on large scales, and is the least used type of magic. When it is used, it is usually for small things, such as causing someone to stub their toe.
Conjuring Magic
Conjuring magic is used to conjure magical objects and energy. When used by an individual, it requires a lot of training to use correctly, but can be used for light shows, illusions, or, in more powerful users, starting/putting out fires or it can be used as a weak weapon, shooting a small dart of energy. When used in technology, it can be used to make cannons, searchlights, lasers, etc. This is debatedly the most powerful of the magics, but also the most dangerous to use, and it is recommended not to use it much without sufficient training or safety precautions.
Religion & Myth
The large majority of Amorians follow a polytheistic religion with a pantheon of many gods. These gods are said to live on the ground with the people, although usually hiding their identities. Those with skin supposedly have glossy, glass-like skin, void of imperfections. However, they can change their appearance or form at will, and some do not enjoy doing so while others change their form regularly. All the gods descend from two primordial beings, known as Void and Abyss. Void and Abyss are portrayed as eldritch beings beyond comprehension. Should a mortal gaze upon either of them, their brain would simply tell them they are staring into darkness. Void and Abyss predate time and space.
Tu'ononiw
The eldest child of Void and Abyss is the elder god Tu'ononiw. Tu'ononiw has blue skin and purple limbs, with stars lining their chest, limbs, and neck. In place of their head is a large jellyfish. Tu'ononiw is regarded as the god of time and the god of gods.
List of other relevant Gods & Domains
(This list is not exhaustive of every god)
- Agayyeuniwa - Sun, Fire, Gender, Energy, Women
- Lamayyeuniwa - Moon, Water, Oceans, Lament, Trinary Gendered People[1]
- Varnuniw - Dirt, Clay, Stone, Scalefolk
- Manoniw - Speech, Journalism, Exploration
- Rahmeuniwa - Rivers, Diplomacy, Nations
- Lomaniw - Fish, Sealife, Food
- Dayyaniwa - Deceit, Trickery, Darkness, Liars & Thieves
Government
Mainland Amoria has a monarchy split between two monarchs, one ruling the east and the other ruling the west. Each ruler rules their side of the nation with their own courts and advisors, but often have to convene to meet with the general court in order to properly rule the overall nation.
References
- ↑ Amorian Skinfolk have three biological genders; the third one is called Trinary in English because it's not quite what we think of when we hear "Non-binary", but it is close