Amiel

Amiel is a cosmopolitan port city that serves primarily as a trade hub connecting the Western seas with the East and much of the land traffic between North and South and West and East. Commonly referred to as the Western Gate, it is the sister city-state of Eastern Almidar. In addition to the city proper, Amiel controls a modest portion of the surrounding lands, sharing a land border with Lemai and connecting to Nen across the Channel. Sometimes called the City of Skills, Amiel is ruled by the most influential guilds representing the city's skilled artisans and tradespeople.

History
Amiel's position at the mouth of a major river and within a sheltered bay where the Western Sea meets the Channel has led to its being a center of culture and commerce from the earliest days of Demir. Its history is generally divided into six periods.

is the sixth city to stand on the promontory overlooking the Western Sea and Channel. Of particular note are the third city, Dessa, which was famed as a portal hub and the fourth incarnation of the city, Amillendar, whose ruling aristocratic class were almost entirely Storm Sorcerers and created the enchantments that protect the city's harbor and maintain a calm, even climate, as well as the weather and sea spells that are still used in present day Amiel's fleets and merchant vessels.

Eventually, there was a shift of power from Storm Sorcerers to a martial nobility - largely from neighboring Nen - focused on naval superiority and control of the seas. Many of the Sorcerer's techniques and spells were captured or imitated by Wizardry, which could be taught. Between this and the new nobility's military superiority. Ship ownership, rather than land ownership, was the mark of membership in the nobility and they kept a very tight rein on shipwrights and access to safe harbor. As time wore on, the noble families became less and less involved in the activities of their fleets. They focused on art, poetry, philosophy, wizardry, and literature. The court became more and more self involved and steeped in intrigue. Meanwhile, merchants and skilled craftsman had taken over practical management of Amiel's ships and trade.

Politics
The Senate of Amiel is led by the Guildmasters.

Culture
More and more of them began forming Guilds, with a focus on sharing techniques and trade secrets. What began as separate families joined into guilds eventually came to resemble a clan structure. Membership in the Guild was the primary group identity, similar to a large, extended family. Consequently, adoption is a common practice and, among other things, represents an opportunity for class advancement and fostering connections between Guilds.

Guilds
The Laborers' Guild

The Guild of Secrets

The Spelunkers' Guild

The Historians' Guild

The Bookkeepers' Guild