Ahumm

Ahumm is a vast coastal region primarily known for its tourism (gambling, restaurants, luxury inns) and its control of the Baltasar Gulf. Its people primarily live on and export seafood outside of what the region imports with its thriving lines of commerce. In spite of that thriving commerce, however, the region is not overwhelmingly wealthy; much of the money it collects, be it tourism, exports, or tariffs on trade going through the gulf, is spent on architectural projects or other fineries.

Geography

Located on the southeast corner of Tel Rialis, Ahumm’s climate is largely Mediterranean, with patches of Continental climates in some of its northern areas. A majority of Ahumm’s surface area is bordered by the sea, making boating and seafaring popular even for more casual purposes. This and the climate make fishing an overwhelming staple in every corner of the region.

History

One of the first regions to gain power after the Kaddite migration from the south, Ahumm was, at first, quite a religious region and key pilgrimage site. Over the years, however, the commerce and tourist-focused city of Duriya began to take precedence despite not being the capital. Disquieted by Duriya’s loose, party-going nature, many religious figures and their faithful relocated to Malagra, and “brought” their pilgrimage site with them.

Symbols/Flag

Ahumm is represented by Corotha the Bull, God of Power and Weakness, symbolic of the region’s military might and the natural disasters that visit its shores semi-frequently. Another symbol of Ahumm is bloodstone, a common material in religious practices. Depictions of bulls in Ahumm tend to be made of bloodstone or colored in its likeness—dark grey and deep red. The most notable example of this is the flag of Ahumm; a crimson bull’s head emblazoned with and surrounded by silver seashells, further encompassed by a dashed gold trim. The seashells represent the coastline, and the silver is said to symbolize both the thriving commerce of the region and, depending on who you ask, the folly of those immigrating in search of gold—that is, fame and fortune.

Religion

Religiousness has a loose hold over Ahumm, though it can be seen all around. Since the repositioning of the region’s pilgrimage site to Malagra, the people and organizations of Ahumm tend to use the likenesses and celebrations of their gods as selling points and excuses for merriment rather than something to be treated with solemnity. Some say the partying takes the role of worship and prayer altogether. Duriya’s many casinos will often work Corotha’s visage into their branding in some way, shape, or form.

Government

The government of Ahumm is centered in the capital city of Tannith, the last bastion of traditional religious practice in the region. The officials in Tannith are in charge of the national treasury, management of the military, and of foreign relations. Otherwise, they are largely removed from the affairs of Ahumm’s other cities and hamlets, and especially their citizens. Due this isolation from the lower and middle class outside Tannith, laws are loosely enforced until the disobedience becomes actively problematic—especially for Duriya, where illegal dealings and practices are conveniently “unnoticed” as compensation for a lofty tax rate. Arvad, befitting its largely militaristic character, is something of an exception, but only so far as military procedure and decorum is concerned.   Ahumm’s leaders are on particularly sour terms with Malagra’s; the competing lifestyle and religious practices only exacerbate things. Foreign relations between the two are generally charged arguments over laws, particularly regarding the border area and the woods they share. Though neither side is actively violent toward the other, the two regions are effectively at each other’s throats every day of the week.

Demographics

Duriya vastly outclasses Ahumm’s other cities in terms of population, in no small part due to tourism. Many lower class citizens find employment tending to these tourists at inns, restaurants, and gambling parlors. A distant second in residential size is Tannith, populated by bureaucrats, servants, houseworkers, and aspiring politicians. The wealth gap is particularly striking here, since any given person is likely to either own a mansion, or mop one’s floors. The last city of Ahumm, Arvad, is similar in size to Tannith, but isn’t quite the same; many of its people are military officers frequently sent to posts around the region, and occasionally beyond.

Economy

Tourism is the lifeblood of Ahumm’s prosperity. Many come in search of ill-defined miracle resources that supposedly abound in the region, and often get funneled into the gambling dens or lavish getaways eager to capitalize on their excitement. Numerous fishing towns and hamlets along the coastlines supplement the tourism cashflow, and the easy maritime access they owe their existence to further facilitates commerce. The military bases in Arvad also enforce tariffs and advantageous trade conditions due to their proximity to Baltasar Gulf’s chokepoint. This control is less about the money gained through tariffs, and more about the money not lost; some kingdoms pay more than others for passage into or out of the gulf.

Infrastructure

Ahumm’s infrastructure varies greatly across its cities and the lands outside. A common thread is a preference for water-based transport; the great distance from end to end of the region, and the difficult terrain along the way, makes roads difficult to maintain even if they were put to frequent use. The most common point of entry is a ferry from just outside Malagra to Duriya.

Duriya

Duriya is built to be as flashy as possible above all else, such as integrity or stability. Thus, even the fanciest structures can fall victim to collapse after a relatively short time, and are quickly replaced by the ever-occupied construction industry. The poor of Duriya cannot afford such frequent relocation, and so, over the years, a floating slum made of rafts and barges nearby has become a district of its own.

Tannith

Tannith is largely made of mansions and governmental structures. Many of these are interconnected, and courtyards are generally built into the architecture, surrounded by walls. Merely entering the city without an inside contact is troublesome due to this dearth of entries and unenclosed space. Once inside, outsiders are regarded with great caution by the affluent, in a bid to protect their wealth from any remote angle of attack.

Arvad

The target of many natural and manmade disasters alike, Arvad is built to last and protect. Little attention is given to aesthetics unless they have explicit strategic advantages; the plain, rough concrete and stone of the settlement would shock anyone accustomed to Duriya.

Arts & Culture

Duriya is a peninsula-wide center for fashion and style. Tourists are often all too happy to discuss the culture they absorbed there at length, in sparkling or spiteful terms, depending on the city’s impact on their pockets. Much of Tel Rialis’s popular gambling styles and games were invented in Duriya. Arvad, despite its utilitarian character, has its fair share of customs, though much plainer and practiced merely to stave off boredom; soldiers and the occasional plucky local partake in games for testing endurance, seamanship, weapon handling, intellect, and more. Finally, the moneyed people of Tannith prefer to import their fashion and such, labeling outer Ahumm traditions “cheap” and distasteful. Many in Tannith take great pride in their courtyards, paved with glassy stones and lined with intricate topiary or flowering bushes.
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