"The Amir don't believe in monsters. To the nightmares in the darkness, they are the monsters."
The Amir are an extinct organization or warriors, scholars, nobles, craftsmen, and people of influence which rose to prominence during the First Age of Expansion as a global order of guardians of humanity against the unnatural dangers present in the world of Soi.

The Amir came from all corners of the world, mostly from unclaimed nations near the borders of the expanding Immortal civilizations, often leading organized hunts against demons and monsters that came from what they considered to be cursed lands. They recruited from local heroes and eager fresh recruits that were willing to do anything necessary to protect the greater good of the world.




Agents of the Aemir dealt in unconventional targets and issues that other nations are often not equipped to deal with.

The Amir were first recorded in pre war history during the first age as a protective order styling themselves as demon hunters. They originate in several areas in the midlands of Soi from several unclaimed nations that housed bio temples or the surrounding areas. They came to the greater nations asking for food, equipment, and shelter to rest in as they continued their campaign to rid the world of monsters. The great immortal nations at the time recognized their "monsters" as dangerous biological and zoological weapons that escaped containment. Seeing this as a cost effective way to take care of containment breaches, they agreed.
  • Biomorph preserves that were condemned were given to the Amir as assignments to "purge" the area of monsters


As the Amir continued their campaign, they proved to be very proficient and motivated in their task. They were given greater autonomy to act in their own capacity and greater resources by nearly every great nation. Their numbers grew with their fame and resources.

Nations began using the Amir not only as a solution to escaped biomorphs, but also to perform dangerous man hunts for escaped criminals, bandits, and rogue elements within the great nations. In order to act with such authority, they were given unprecedented legal power to act in any nation and enforce the laws of the land or citizenship of their human targets.

The Great Treason

During the Great war, the Aemir were declared enemies of all the great Immortal nations. Evidence was discovered that their organization was attempting at the highest level to destabilize the great nations of Soi and capture the Immortals. They rationed that the Immortals were the greatest threats to humanity. Their actions put the Immortal civilizations at a state of war with the organization, starting a war of exterminations called the purge.

The Purging

Current era

The Aemir is considered by most nations to be a disbanded group, a shadow of a shadow of its former self with any remaining people calling themselves "Aemir" either being enthusiastic armatures with no real power or criminals trying to give themselves legitimacy. These people are still hunted down and arrested for their actions, as standing orders to eliminate members of the organization exist in nearly every Immortal nation.

Rumors abound that pockets of the Aemir survive in various mortal nations around Soi, carrying out their work in secret.


"Not all monsters have claws and fangs, not all monsters kill, the one common trait in monsters is their disregard for the suffering of others and the propensity to inflict pain on others for their own pleasure. Regardless of form, human or beast, these creatures will be eliminated"

Traveling Judges

The Aemir were granted extraordinary power to practice law in nearly every civilized nation during the First Age, and their reputation around Soi caused any smaller nation that had heard of them allow them to act as police and judges within their borders having a reputation of being fair but unbending in their actions. Usually the presence of an Aemir was enough to lower crime rates for fear of immediate and unyielding justice. Many that were aware of them considered them too harsh in their practice, but few would stand against them as their influence reached too far for most people to resit.


In certain situations where bandit nests become too fortified or large, or a criminal empire becomes too entrenched in the internal politics of a city to be removed by the already present power structure, the Aemir may be called upon to remove them.

Bandit hunting was their most profitable activity as it was the least politically risky and was often sanctioned and rewarded by the local lords of the land. These services were often employed by small nations or the Family Hearth in their upkeep of the road systems of Soi.

Dislodging criminal organizations from urban centers and political systems is a highly risky move for the Aemir as it requires complete commitment until the job is done, and they will likely be fighting the city authorities themselves for power. In cases such as this the Aemir first seeks to take over the legal structure of the area and bring as many law officers as they can to their side before attempting what is essentially a coup. After the purging is complete the power and control is given back into local hands, though agents are often placed in strategic positions of power to ensure cooperation in the future.

The Hunt

"Never forget our true purpose. We enforce the laws of the kings of this world because it gives us the necessary authority and power to fight the true battle of this world. Before these petty civilizations, before we humans had anything, there was nothing, and before there was nothing, there were monsters. We will not return to that dark place, the eternal nightmare of being prey to the aberrant. We fight the monsters in the dark so that others may stand in the light. Never forget that"
The primary function of the Aemir was to protect what they consider humanity from "monsters". This is often construed by many as rogue Biomorphs or large aggressive flora and fauna of commonplace in Soi. This can occasionally refer to ordinary human beings that have committed atrocities with no remorse or reason, and will not stop unless they themselves are stopped. Large aggressive animals and psychopaths aside, the inner circles of the Aemir insist the true danger to humanity is and has always been creatures from beyond our own reality, things that defy natural law.

The destruction of these aberrant are their true purpose, and all other struggles encountered by humanity are distractions from the truly alien. This danger and those that fight it according to their lore pre-date the Dawn Era, and the rapid advancement of civilization is due to the efforts of people like them creating a world of peace for humanity to flourish.


"I know that look, that terrible rage burning in your eyes. You were forced to learn a cruel lesson, that the world is not always just, that there are those without decency, without mercy, that there are monsters in the world that exist to spread cruelty. We will teach you to use it to ensure wherever you go, what happened to you will not happen again" (Amir trainer to new recruit)
The Aemir recruit from all over Soi. Nations great and small as well as nameless villages and hamlets have given recruits to their organization. The Aemir favor two kinds of recruits, those already with connections or power, and those with nothing.

The Order of the sword often recruits from survivors of great tragedies, usually young at an emotionally vulnerable time in their life where their body and mind can be shaped to their purpose. These lost souls are often orphaned by war, crime, rogue bio-morphs, or other tragedy with targets for vengeance. This is usually done due to the already instilled motivation for action but with a lack of purpose or direction. These recruits properly trained tend to follow orders without question and go to their deaths without complaint.

The orders of the Word and Hammer often recruit from families of wealth, power, and influence as they are composed of the indispensable scholars and craftsmen of the organization. These people are kept out of dangerous situations due to their lack of specialized training and the potential resources and favor they can bring with them.

Order of the Sword

The Sword is the military arm of the Amir. The warriors that hunted the monsters that preyed on humanity. The trainers that shaped new recruits into Amir agents, and later in their history, assassins that helped them gain larger influence by removing resistance in key places of power.

  • The order of the sword was the smallest branch of the Amir. They never fielded armies of true Amir, if they ever needed large numbers they would either acquire large forces from a local lord under the influence of the order of the word or pay mercenaries.

Order of the Word

The political and intellectual arm of the Amir. Record keepers Amir, responsible for keeping the history of the organization, but also storing knowledge on the traditional weaknesses and methods of destroying monsters they hunted. The researchers of the Amir developed new weapons and tactics they could use to these ends. The politicians of the Amir was composed of planted advisers, rulers and legal figures that allowed the Amir to act unimpeded by the forces of whatever nation they operated in.

Order of the Hammer

The sustaining arm of the Amir. This branch was composed of craftsmen, merchants, and farmers of specific medicinal crops. The men and women of the Hammer were responsible for the upkeep of their equipment and strongholds, maintaining their supply lines, and keeping the members of the organization healthy and well supplied


"These actions cannot be tolerated. Darkness thrives on the mercy of those who do not understand its true nature. Spare a target, and you yourself committed every murder they choose to indulge in from that moment forward. Strike true and never leave justice unfinished" (Amir lecture notes)
The Aemir do not fight opponents typical of most conflict in Soi. With the possible exception of Kushani forest tenders and some armored riders, few people are better trained to deal with rogue bio-morphs or more experienced in the field. Their unconventional foes are reflected in their tactics which are often tailored specifically to the


The Amir at their peak had access to some of the best material and equipment that the nations of Soi had to offer, as such they never lacked for resources.


Order of the Word

The order of the Word is often recruited from those in advantageous positions of power and nobility across the world, new agents being sent in are often trained in rhetoric out of Friendly literature. Legal studies are often taken from Global merchant law training.

Order of the Hammer

The order of the Hammer are often study from the stolen works of Ashed master craftsmen, Broken Kingdom masons, and Kushan agriculture and medical techniques. As the order necessary for crafts and equipment, they also study circle technology.

Order of the Sword

The Amir use a similar training regimen to the Armored Riders in the order of the Sword, often recruiting young from survivors of tragedies caused by monsters or the actions of greater malevolent forces. Their training regimen was rumored to be shaped by the "Knight of the black sword" a mythical figure from the Broken kingdoms of questionable existence. Due to the variety of their opponents, a wide range of techniques are taught, mostly the combat doctrine revolves around adapting to meet each foe. Mental disciplines are taught as well.

Interaction with other nations

The Ashed

The city governments of the Ashed confederacy saw the Amir in their early days as a foreign mercenary strike force, private companies would not hire them from within the city states, however Ethics council agents were known to contact the Amir to aid in events outside of the city borders in exchange for feeding them resources, information and missions. This was beneficial as the secretive nature of the Amir prevented them from ever revealing which actions had ethics council involvement, protecting their plausible deniability.

The Amir infiltrated the city states by recruiting members that were natural born Ashed citizens and incorporating them into their ranks and power structure. During the fall of the Amir, the Ashed states were purged with a short period of open warfare in the city streets.

  • Members of the Hammer were frequently recruited from the Ashed
  • Cities are rumored to still have hidden safe houses for the Amir that were never discovered.


The Circle did not have any extensive bioweapons program, and therefore, saw the Amir as more of a group of paladins to be sanctioned. The Technocracy provided the Amir with resources and legitimacy, and the Amir worked closely with the Circle of Shields, the Unbound, and Kallipolis University's Occult Department. At their peak, the Amir had their own public bases throughout the Circle, courtesy of the Technocracy.

After the Great Treason, many of the Amir in the Eastern Block defected, as the immortals of this region were all well liked and weren't even in power at the time. These defectors lived the rest of their lives under constant scrutiny. Those who didn't defect were either executed, an uncommon punishment in the Circle, or imprisoned for the rest of their lives.

Notable events

Laughing mountain incident

During the First Age, stories traveled by Woag traders of creatures that lived in the northern mountain ridges. Child eating monsters that would lure unsuspecting woag children to their deaths. Terribly strong, clever, and sadistic they terrorized the people of the North. Aemir agents were dispatched to investigate the rumors, to find that Woag hunting parties were being assembled to battle the monsters in their dens. Dozens of woag and Aemir never left the mountain, but they returned with several inhuman corpses, the skins of which still hang over the mantels of Woag chieftains.

Burning of Watcher's woods

Rumors of a stretch of forest that distorted time and space within its borders reached the attention of the Aemir. After several excursions into the forest in which several of their members were lost, the Aemir commissioned the creation of a hundred of siege catapults and enough fuel to burn the forest down. After several days of flinging burning pitch and oil into the forest, the reports state they noticed the forest edging closer to them. Every step they took seemed to take them closer to the forest despite the direction they took. Orders were given to continue the assault. Many of their number burned to death as the men were incapable of running away from the inferno.

During the assault, several of their missing agents and several villagers that had gone missing years ago emerged from the forest seeming to have not aged at all from their disappearance. The assault stopped when they ran out of fuel, re-measuring of the forest confirmed that the area had grown smaller by several acres, where they had attacked, but incidents of irregular occurrences had bulged out in other directions. The assault was ordered to stop.

Hunt for the headless

ColdCrow Plains investigation

The stretch of lands in the northern Broken Kingdom known as the ColdCrow Plains was the site of a massacre of armored riders and mortal nation cavalry by an unknown third force that left only a single survivor out of the 4000 strong casualties. The unknown third party drew the attention of the Amir due to the sole survivor describing what appeared to be unnatural forces at work.

The Amir brought seven agents of the sword, word, and hammer along with 1000 hired laborers to excavate the area. The Amir investigated the local population, looking for keepsakes from the original battle, and requesting lords in the Broken Kingdom for any pieces of the unknown creatures that may have been preserved, several pieces were handed over to the Amir. During the investigation, the Amir began unearthing what appeared to be the tip of a large buried structure, then abruptly halted the project. Nearly a hundred laborers went missing and the rest were ordered to bury what they had found.

A monument was commissioned by the Amir to be built over the location, and an additional condition that the Kingdom would keep maintenance on the area to ensure the monument was not disturbed.