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'''Amn''', also known as the '''Merchant's Domain''',<ref name="LoIA-p2">{{Cite book/Lands of Intrigue/Amn|2}}</ref> is a tremendously wealthy nation in [[West Faerûn]]. Prior to the [[Spellplague]] and the continent's disappearance, Amn held colonies far away in [[Maztica]]. Today, it still controls important trade routes to [[Calimshan]] and [[Baldur's Gate (city)|Baldur's Gate]] as well as colonial ports in the [[Moonshae Isles|Moonshaes]] and [[Chult]].<ref name="FRCG-p102">{{Cite book/Forgotten Realms Campaign Guide|102}}</ref><ref name="FRCG-p153">{{Cite book/Forgotten Realms Campaign Guide|153}}</ref> Its population, mostly [[human]] with a large minority population of [[halfling]]s, has historically been in the range of 3 million.<ref name="LoIA-p3">{{Cite book/Lands of Intrigue/Amn|3}}</ref> The country's natural resources and wealth, combined with its mercantile nature has led Amn to become one of the most important and influential trading centers throughout Faerun. The crowning jewel of this powerful state is the capital city of [[Athkatla]], founded in [[100 DR]] or 0 [[Amnreckoning|AR]] in official documents and often known as the "City of Coin."
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'''Amn''', also known as the '''Merchant's Domain''',<ref name="LoIA-p2">{{Cite book/Lands of Intrigue/Amn|2}}</ref> was a tremendously wealthy nation in [[West Faerûn]]. Prior to the [[Spellplague]] and the continent's disappearance, Amn held colonies far away in [[Maztica]]. Post-Spellplague it still controlled important trade routes to [[Calimshan]] and [[Baldur's Gate (city)|Baldur's Gate]] as well as colonial ports in the [[Moonshae Isles|Moonshaes]] and [[Chult]].<ref name="FRCG-p102">{{Cite book/Forgotten Realms Campaign Guide|102}}</ref><ref name="FRCG-p153">{{Cite book/Forgotten Realms Campaign Guide|153}}</ref> Its population, mostly [[human]] with a large minority population of [[halfling]]s, was historically in the range of 3 million.<ref name="LoIA-p3">{{Cite book/Lands of Intrigue/Amn|3}}</ref> The country's natural resources and wealth, combined with its mercantile nature led Amn to become one of the most important and influential trading centers throughout [[Faerun]]. The crowning jewel of this powerful state was the capital city of [[Athkatla]], founded in [[100 DR]] or 0 [[Amnreckoning|AR]] in official documents and often known as the "City of Coin."
   
 
==Geography==
 
==Geography==
Geographically, Amn is a fairly small state, though its size is impressive compared with its neighbor and frequent rival, Baldur's Gate. Historically, Amn held several colonies in Maztica but during the Spellplague these disappeared from [[Toril]] along with the rest of the continent. However, Amn remains a colonial power today, primarily through its fortified ports in both Chult and the Moonshae Isles, as well as the [[Mhair Archipelago]].<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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Geographically, Amn was a fairly small state, though its size was impressive compared with its neighbor and frequent rival, Baldur's Gate. Historically, Amn held several colonies in Maztica but during the Spellplague these disappeared from [[Toril]] along with the rest of the continent. However, Amn remained a colonial power through the 15th century DR, primarily through its fortified ports in both Chult and the Moonshae Isles, as well as the [[Mhair Archipelago]].<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
 
===Climate===
 
===Climate===
The weather is pleasant almost all the year round in Amn. At [[Lake Esmel]], the temperature is warmer due to the hot springs. A diverse selection of crops grow very well in Amn, making for a surplus which is traded with other nations. Amn's rainy season is from [[Uktar]] to early [[Tarsakh]]. The winters are mild with minor freezes and a little snow all across the nation with the exception of [[Esmeltaran]] on Lake Esmel. Although the rivers freeze over during [[Hammer]], they do not harden enough to make crossing the ice safe. Due to blizzards in the Cloud Peaks over the winter, Nashkel can often become isolated from Athkatla.<ref name="LoIA-p2" />
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The weather was pleasant almost all the year round in Amn. At [[Lake Esmel]], the temperature was warmer due to the hot springs. A diverse selection of crops grew very well in Amn, making for a surplus which was traded with other nations. Amn's rainy season was from [[Uktar]] to early [[Tarsakh]]. The winters were mild with minor freezes and a little snow all across the nation with the exception of [[Esmeltaran]] on Lake Esmel. Although the rivers frooze over during [[Hammer]], they did not harden enough to make crossing the ice safe. Due to blizzards in the Cloud Peaks over the winter, Nashkel could often become isolated from Athkatla.<ref name="LoIA-p2" />
   
 
===Regions===
 
===Regions===
 
;[[Lake Esmel]]
 
;[[Lake Esmel]]
:A lake located along the eastern border of Amn. Unusually deep, Lake Esmel is home to several hot mineral springs and, according to local legend, a powerful [[dragon]].<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
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:A lake located along the eastern border of Amn. Unusually deep, Lake Esmel was home to several hot mineral springs and, according to local legend, a powerful [[dragon]].<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
   
 
====Forests====
 
====Forests====
 
;[[Shilmista Forest|Forest of Shadows]]
 
;[[Shilmista Forest|Forest of Shadows]]
:Also known as Shilmista, this ancient woodland overlaps with the [[elf|elven]] kingdom of [[Elbereth]].<ref name="tTO-p109">{{Cite book/The Thousand Orcs/MMP|109}}</ref>
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:Also known as Shilmista, this ancient woodland overlapped with the [[elf|elven]] kingdom of [[Elbereth]].<ref name="tTO-p109">{{Cite book/The Thousand Orcs/MMP|109}}</ref>
 
;[[Snakewood forest]]
 
;[[Snakewood forest]]
   
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:The highest point in Amn, three miles above sea level.<ref name="LoIA-p2" />
 
:The highest point in Amn, three miles above sea level.<ref name="LoIA-p2" />
 
;[[Small Teeth]]
 
;[[Small Teeth]]
:A mountain range containing many evil [[humanoid]]s.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
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:A mountain range containing many [[evil]] [[humanoid]]s.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
 
;[[Snowflake Mountains]]
 
;[[Snowflake Mountains]]
 
:A range of mountains in [[West Faerûn]].
 
:A range of mountains in [[West Faerûn]].
 
;[[Troll Mountains]]
 
;[[Troll Mountains]]
:A range of low mountains, so named for the rather intelligent [[troll]]s that inhabit their peaks.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref> An enormous 4,000 foot slab resembling a dwarf can be found in the mountains, marking the location of a long-abandoned dwarven city.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref> Also notable for their large deposits of gems.{{fact}}
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:A range of low mountains, so named for the rather intelligent [[troll]]s that inhabited their peaks.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref> An enormous 4,000 foot slab resembling a dwarf could be found in the mountains, marking the location of a long-abandoned dwarven city.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref> Also notable for their large deposits of gems.{{fact}}
   
 
===Towns and cities===
 
===Towns and cities===
 
;[[Athkatla]] (pop. 122,000)
 
;[[Athkatla]] (pop. 122,000)
:The "[[Athkatla|City of Coin]]" is the capital and crowning jewel of Amn's kingdom. It is considered a pilgrimage site for followers of [[Waukeen]]. Athkatla rests just east of the [[Trade Way]], south of [[Nashkel]] and north of [[Trademeet]].
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:The "[[Athkatla|City of Coin]]" was the capital and crowning jewel of Amn's kingdom. It was considered a pilgrimage site for followers of [[Waukeen]]. Athkatla rested just east of the [[Trade Way]], south of [[Nashkel]] and north of [[Trademeet]].
 
;[[Crimmor]] (pop. 40,000)
 
;[[Crimmor]] (pop. 40,000)
:A walled trading hub east of Athkatla, just south of the Cloud Peaks along the southern Trade Way. [[Crimmor]] is also the open center of [[Shadow Thieves|Shadow Thief]] activity.<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
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:A walled trading hub east of Athkatla, just south of the Cloud Peaks along the southern Trade Way. [[Crimmor]] was also the open center of [[Shadow Thieves|Shadow Thief]] activity.<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
 
;[[Eshpurta]] (pop. 24,252, as of [[1372 DR]])
 
;[[Eshpurta]] (pop. 24,252, as of [[1372 DR]])
 
:Amn's main military city, located in the eastern part of the kingdom, south of the [[Troll Mountains]].<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
 
:Amn's main military city, located in the eastern part of the kingdom, south of the [[Troll Mountains]].<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
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:A halfling dominated city in eastern Amn, near [[Lake Esmel]].<ref name="FRPG-p80">{{Cite book/Forgotten Realms Player's Guide|80}}</ref>
 
:A halfling dominated city in eastern Amn, near [[Lake Esmel]].<ref name="FRPG-p80">{{Cite book/Forgotten Realms Player's Guide|80}}</ref>
 
;[[Keczulla]] (pop. 47,733)
 
;[[Keczulla]] (pop. 47,733)
:A gem-mining town that previously contained many gold and iron mines.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
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:A gem-mining town that previously contained many [[gold]] and iron mines.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
 
;[[Purskul]] (pop. 27,210)
 
;[[Purskul]] (pop. 27,210)
:A granary city that is also an important caravan stop.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
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:A granary city that was also an important caravan stop.<ref name="FRCS-p154">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|154}}</ref>
   
 
====Colonies====
 
====Colonies====
 
;[[Port Nyranazaru]] (pop. 12,000)
 
;[[Port Nyranazaru]] (pop. 12,000)
:A highly profitable Amnian port in Chult, [[Port Nyranazaru]] is well-defended, protected by three gates and a high wall.<ref name="FRCG-p102">{{Cite book/Forgotten Realms Campaign Guide|102}}</ref>
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:A highly profitable Amnian port in Chult, [[Port Nyranazaru]] was well-defended, protected by three gates and a high wall.<ref name="FRCG-p102">{{Cite book/Forgotten Realms Campaign Guide|102}}</ref>
 
;[[Snowdown]] (pop. 20,000)
 
;[[Snowdown]] (pop. 20,000)
:One of the Moonshae Isles, [[Snowdown]] is controlled by Amn through the Lady [[Erliza Daressin]].<ref name="FRCG-p153">{{Cite book/Forgotten Realms Campaign Guide|153}}</ref>
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:One of the Moonshae Isles, [[Snowdown]] was controlled by Amn through the Lady [[Erliza Daressin]].<ref name="FRCG-p153">{{Cite book/Forgotten Realms Campaign Guide|153}}</ref>
 
;[[Spellhold]]
 
;[[Spellhold]]
 
:This settlement was once an asylum located on the island of [[Brynnlaw]], off the western coast of Amn, under the command of the [[Cowled Wizards of Athkatla]], used to house the 'deviants' they have found in Amn, practicing magic without an official license.{{fact}} However, it was abandoned during the [[Hundred Years of Chaos]] and now is a taboo location for travelers.<ref name="FRPG-p80">{{Cite book/Forgotten Realms Player's Guide|80}}</ref>
 
:This settlement was once an asylum located on the island of [[Brynnlaw]], off the western coast of Amn, under the command of the [[Cowled Wizards of Athkatla]], used to house the 'deviants' they have found in Amn, practicing magic without an official license.{{fact}} However, it was abandoned during the [[Hundred Years of Chaos]] and now is a taboo location for travelers.<ref name="FRPG-p80">{{Cite book/Forgotten Realms Player's Guide|80}}</ref>
   
 
==History==
 
==History==
Amn, one of Faerûn's youngest nations but also one of its richest, has a brief but crowded history. By the time of the [[Spellplague]], Amn had expanded further than any other Faerûnian power yet, reaching its influence to the shores of the fabled continent of Maztica across the [[Trackless Sea]]. There, it remained a local power until, during the cataclysmic events of the [[1385 DR|Year of Blue Fire]] the entire continent disappeared, along with all of its inhabitants. Even so, Amn's status as a colonial power is hardly broken and in the absence of its old colonies, the ambitious rulers of the Merchant's Domain have instead opened up colonies in the more local arenas of Chult, the Mhair Archipelago, and the Moonshae Isles.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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Amn, one of Faerûn's youngest nations but also one of its richest, had a brief but crowded history. By the time of the [[Spellplague]], Amn had expanded further than any other Faerûnian power yet, reaching its influence to the shores of the fabled continent of Maztica across the [[Trackless Sea]]. There, it remained a local power until, during the cataclysmic events of the [[1385 DR|Year of Blue Fire]] the entire continent disappeared, along with all of its inhabitants. Even so, Amn's status as a colonial power was hardly broken and in the absence of its old colonies, the ambitious rulers of the Merchant's Domain instead opened up colonies in the more local arenas of Chult, the Mhair Archipelago, and the Moonshae Isles.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
 
{{sectstub}}
 
{{sectstub}}
   
 
==Economy==
 
==Economy==
Money flows in and out of Amn like no other country. It receives a lot of goods from [[Calimshan]] and [[Tethyr]] to the south, on their way to the [[Heartlands]] in the north. It is rivals with [[Waterdeep (city)|Waterdeep]] and [[Sembia]].<ref name="LoIA-p2" /> While most often drawing merchants and buisnessmen, it also attracts adventurers from many lands, even from outside Faerûn. Thanks to its vast wealth and the amount of important that is placed upon smooth and efficient trade, merchant companies, often run by wealthy families or "houses," hold a great deal of the power in Amn, so much so that they can compete with more traditional political forces in the country.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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Money flowed in and out of Amn like no other country. It receiveed a lot of goods from [[Calimshan]] and [[Tethyr]] to the south, on their way to the [[Heartlands]] in the north. It was rivals with [[Waterdeep (city)|Waterdeep]] and [[Sembia]].<ref name="LoIA-p2" /> While most often drawing merchants and businessmen, it also attracted adventurers from many lands, even from outside Faerûn. Thanks to its vast wealth and the amount of import that was placed upon smooth and efficient trade, merchant companies, often run by wealthy families or "houses," held a great deal of the power in Amn, so much so that they could compete with more traditional political forces in the country.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
In the past, stone was imported from [[Mirabar]] via [[Luskan]] for use in construction, having been magically transported. This is an expensive process.<ref name="VoloN-p152">{{Cite book/Volo's Guide to the North|152}}</ref> Since Luskan's demise, however, this particular route has been cut off.<ref name="FRCG-p148">{{Cite book/Forgotten Realms Campaign Guide|148}}</ref> While trade is definitely profitable in Amn the nation's lifeline of commerce is constantly under threat from the savage land of [[Muranndin]] directly to the south.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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In the past, stone was imported from [[Mirabar]] via [[Luskan]] for use in construction, having been magically transported which was an expensive process.<ref name="VoloN-p152">{{Cite book/Volo's Guide to the North|152}}</ref> Since Luskan's demise, however, this particular route was cut off.<ref name="FRCG-p148">{{Cite book/Forgotten Realms Campaign Guide|148}}</ref> While trade was definitely profitable in Amn the nation's lifeline of commerce was constantly under threat from the savage land of [[Muranndin]] directly to the south.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
 
==Government==
 
==Government==
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Since its unification under [[Thayze Selemchant]] Amn was ruled by the [[Council of Six]], who resided in Athkatla. Their main duties were to maintain trade within and outside of Amn, controlling nearly every aspect regarding the economy of the nation. Separate from their economic concerns, the council also coordinated the militaristic defense of the nation, a task in which each individual member had a particular role.<ref name="LoIA-p10">{{Cite book/Lands of Intrigue/Amn|10}}</ref> These positions were anonymously held.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
 
Since its unification under [[Thayze Selemchant]] Amn was ruled by the [[Council of Six]], who resided in Athkatla. Their main duties were to maintain trade within and outside of Amn, controlling nearly every aspect regarding the economy of the nation. Separate from their economic concerns, the council also coordinated the militaristic defense of the nation, a task in which each individual member had a particular role.<ref name="LoIA-p10">{{Cite book/Lands of Intrigue/Amn|10}}</ref> These positions were anonymously held.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
Since the [[Spellplague]] however, things have changed. The number of seats on the Council was reduced from six to five. Amn remains an oligarchy but has since abandoned all pretenses of being anything else and the positions on the Council are now openly held by the rulers of five noble houses: [[House Alibakkar|Alibakkar]], [[House Dannihyr|Dannihyr]], [[House Nashivaar|Nashivaar]], [[House Ophal|Ophal]], and [[House Selemchant|Selemchant]].<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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After the Spellplague, however, things changed. The number of seats on the Council was reduced from six to five. Amn remained an oligarchy but abandoned all pretenses of being anything else and the positions on the Council were openly held by the rulers of five noble houses: [[House Alibakkar|Alibakkar]], [[House Dannihyr|Dannihyr]], [[House Nashivaar|Nashivaar]], [[House Ophal|Ophal]], and [[House Selemchant|Selemchant]].<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
However, despite all appearances to the contrary, many other forces continue to hold a great deal of power in the country, despite the efforts of the Council to contain them.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref> Directly beneath the Council in power are the head merchant families, who often wield considerable political power as it is from among their ranks in which new council members are elected.<ref name="LoIA-p10" /> While families who don't have a member on the council have little direct governmental power, their influence and authority among the town or cities in which they reside is still considerable. In any given city of Amn there are between ten and thirty heavily influential families, with Athkatla having forty-two families that control the nation's trading houses.<ref name="LoIA-p11">{{Cite book/Lands of Intrigue/Amn|11}}</ref>
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However, despite all appearances to the contrary, many other forces continued to hold a great deal of power in the country, despite the efforts of the Council to contain them.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref> Directly beneath the Council in power were the head merchant families, who often wielded considerable political power as it is from among their ranks from which new council members were elected.<ref name="LoIA-p10" /> While families who didn't have a member on the council had little direct governmental power, their influence and authority among the town or cities in which they resided was still considerable. In any given city of Amn there were between ten and thirty heavily influential families, with Athkatla having forty-two families that controlled the nation's trading houses.<ref name="LoIA-p11">{{Cite book/Lands of Intrigue/Amn|11}}</ref>
   
Next down in the power scheme of Amn are its mercantile houses, companies formed by the consolidation of two or more lesser merchants' or merchant families' wealth. Both the Council and the Shadow Thieves support these consortia, investing small shares in order to keep an eye on the economic interests of the guilds and lesser families. The success of a house might make or break the influence and power of its investors.
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Next down in the power scheme of Amn were its mercantile houses, companies formed by the consolidation of two or more lesser merchants' or merchant families' wealth. Both the Council and the Shadow Thieves supported these consortia, investing small shares in order to keep an eye on the economic interests of the guilds and lesser families. The success of a house might make or break the influence and power of its investors.
   
Standing beside the merchant houses in power are the [[Cowled Wizards]], the [[Emerald Cabal]], and the Shadow Thieves, each of whom possess an enormous degree of unofficial power from behind the scenes. The Cowled Wizards are themselves the only legal [[arcane magic|arcane]] institution in Amn, all others banned by decree of the Council, and are controlled by the powerful Selemchants, who they serve most often as underhanded agents or mercenaries. Opposing the Cowled Wizards are the secretive Emerald Cabal, a league of illegal [[arcanist|mage]]s opposed to the entire Amnian system and who are unafraid to use violent means to achieve their ends. Like the Emeral Cabal, Shadow Thieves' power is substantially illegal but in spite of this they hold a considerable amount of power comparable with the merchant houses of Cowled Wizards, heading a criminal network that flows between their lair in Crimmor, the rest of Amn, and the nations of the Sword Coast to the north.<ref name="FRCG-p92-3">{{Cite book/Forgotten Realms Campaign Guide|92-3}}</ref>
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Standing beside the merchant houses in power were the [[Cowled Wizards]], the [[Emerald Cabal]], and the Shadow Thieves, each of whom possessed an enormous degree of unofficial power behind the scenes. The Cowled Wizards were themselves the only legal [[arcane magic|arcane]] institution in Amn, all others banned by decree of the Council, and were controlled by the powerful Selemchants, who they served most often as underhanded agents or mercenaries. Opposing the Cowled Wizards were the secretive Emerald Cabal, a league of illegal [[arcanist|mage]]s opposed to the entire Amnian system and who were unafraid to use violent means to achieve their ends. Like the Emeral Cabal, the Shadow Thieves' power was substantially illegal but in spite of this they held a considerable amount of power comparable to that of the merchant houses of Cowled Wizards, heading a criminal network that flowed between their lair in Crimmor, the rest of Amn, and the nations of the Sword Coast to the north.<ref name="FRCG-p92-3">{{Cite book/Forgotten Realms Campaign Guide|92-3}}</ref>
   
 
===Foreign relations===
 
===Foreign relations===
Some of the southern settlements in Amn have split loyalties, with some preferring to join [[Tethyr]] to the south, because of its recent prosperity. Currently the border between Amn and Tethyr is formed by the [[Tethir Road]], although some dispute this, claiming it to be the [[Tejarn Hills]]. To the east, Amn's extend is marked by the [[Shilmista Forest]], and to the west, by the [[Sea of Swords]].<ref name="LoIA-p2" /> Muranndin, the "monster kingdom," poses a significant threat to Amnian trade from the south and during the 1370s waged a destructive war on Amn that resulted in the slavery of thousands of Amnians, whose unfortunate descendants continue to suffer under foreign rule. To Amn, a country known for its sparse values but which has banned open, outright slavery, this is a festering wound.<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
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Some of the southern settlements in Amn had split loyalties, with some preferring to join [[Tethyr]] to the south, because of its recent{{timescale}} prosperity. Currently{{timescale}} the border between Amn and Tethyr is formed by the [[Tethir Road]], although some disputed this, claiming it to be the [[Tejarn Hills]]. To the east, Amn's extent is marked by the [[Shilmista Forest]], and to the west, by the [[Sea of Swords]].<ref name="LoIA-p2" /> Muranndin, the "monster kingdom," poses a significant threat to Amnian trade from the south and during the 1370s waged a destructive war on Amn that resulted in the slavery of thousands of Amnians, whose unfortunate descendants continued to suffer under foreign rule. To Amn, a country known for its sparse values but which banned open, outright slavery, this was a festering wound.<ref name="FRCG-p93">{{Cite book/Forgotten Realms Campaign Guide|93}}</ref>
   
In the north, Amn extends to the northern edge of the [[Cloud Peaks]] and [[Nashkel]].<ref name="LoIA-p2" /> Historically, Amn has had a strong rivalry with [[Baldur's Gate (city)|Baldur's Gate]], which nearly resulted in war during the [[Iron Crisis]] of the 1360s.<ref name="BG">{{Cite game/Baldur's Gate}}</ref> However, more recently Amn's attentions have turned to [[Waterdeep (city)|Waterdeep]], Amn's chief rival for international trade.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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In the north, Amn extended to the northern edge of the [[Cloud Peaks]] and [[Nashkel]].<ref name="LoIA-p2" /> Historically, Amn had a strong rivalry with [[Baldur's Gate (city)|Baldur's Gate]], which nearly resulted in war during the [[Iron Crisis]] of the 1360s.<ref name="BG">{{Cite game/Baldur's Gate}}</ref> However, more recently Amn's attentions have turned to [[Waterdeep (city)|Waterdeep]], Amn's chief rival for international trade.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
Generally speaking, Amn has few friends, and even [[Tethyr]], ostensibly Amn's ally, views its neighbor's activities with deep concern.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
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Generally speaking, Amn had few friends, and even [[Tethyr]], ostensibly Amn's ally, viewed its neighbor's activities with deep concern.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
   
 
==Demographics==
 
==Demographics==
Around a sixth of the population of Amn lives within its cities and major towns, with the rest living in villages and rural farmlands. Two thirds of the population lives west of [[Lake Esmel]]. Around the [[1372 DR|Year of Wild Magic]] roughly 84% of inhabitants are [[human]] and 15% [[halfling]]. The latter number, however, has grown substantially over the past century due in large part to the destruction of [[Luiren]], the ancestral home of the halfling race. The native humans of Amn are primarily descended from [[Calishite]]s and [[Tethyrian]]s. A very small proportion of Amn's inhabitants are [[shield dwarves]] (in the mountainous areas) and [[wild elves]] (in Shilmista or Snakewood), and fewer still from these races decide to inhabit the cities. Gnomes are a rare sight in the cities and arouse interest. Except for [[Purskul]], whose labour force is more than 20% [[half-orc]], this race and [[half-elves]] are rare. Half-orcs are looked down upon as second-class citizens.<ref name="LoIA-p3" />
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Around a sixth of the population of Amn lived within its cities and major towns, with the rest living in villages and rural farmlands. Two thirds of the population lived west of [[Lake Esmel]]. Around the [[1372 DR|Year of Wild Magic]] roughly 84% of inhabitants were [[human]] and 15% [[halfling]]. The latter number, however, grew substantially in the 15th century DR due in large part to the destruction of [[Luiren]], the ancestral home of the halfling race. The native humans of Amn were primarily descended from [[Calishite]]s and [[Tethyrian]]s. A very small proportion of Amn's inhabitants were [[shield dwarves]] (in the mountainous areas) and [[wild elves]] (in Shilmista or Snakewood), and fewer still from these races decided to inhabit the cities. Gnomes were a rare sight in the cities and aroused interest. Except for [[Purskul]], whose labour force was more than 20% [[half-orc]], this race and [[half-elves]] were rare. Half-orcs were looked down upon as second-class citizens.<ref name="LoIA-p3" />
   
The establishment of a Shou Town is on the way at [[Athkatla]] ([http://www.wizards.com/default.asp?x=dnd/frcc/20070918 source])
+
The establishment of a Shou Town is on the way at [[Athkatla]]. ([http://www.wizards.com/default.asp?x=dnd/frcc/20070918 source])
   
 
===Halflings===
 
===Halflings===
In Amnian society, humans treat halflings as equals thanks to their business skills. Although human businesses tend to have a strict hierarchy and leadership, halflings tend to rely more on teamwork, with no one individual having sole responsibility. Few halflings live west of [[Esmeltaran]], preferring to live in segregation in this city or in [[Riatavin]], because these settlements are near the lost halfling realm of [[Meiritin]]<ref name="LoIA-p3" />
+
In Amnian society, humans treated halflings as equals thanks to their business skills. Although human businesses tended to have a strict hierarchy and leadership, halflings tended to rely more on teamwork, with no one individual having sole responsibility. Few halflings lived west of [[Esmeltaran]], preferring to live in segregation in this city or in [[Riatavin]], because these settlements were near the lost halfling realm of [[Meiritin]]<ref name="LoIA-p3" />
   
 
===Languages===
 
===Languages===
Although most languages are spoken in Amn due to the large number of traders from all across the Realms, [[Thorass language|Thorass]] is used for official documents and speeches. This is despite [[Common]] being used exclusively for this purpose in other neighbouring lands. A regional language sometimes referred to as [[Amnian common]] is spoken by the rural inhabitants of Amn, and this is made up of a dialect of Common with certain words in Thorass.<ref name="LoIA-p4" /> There are a number of phrases in common usage in Amn which are unique to the nation. See [[Amnian phrases]].
+
Although most languages were spoken in Amn due to the large number of traders from all across the Realms, [[Thorass language|Thorass]] was used for official documents and speeches. This was despite [[Common]] being used exclusively for this purpose in other neighbouring lands. A regional language sometimes referred to as [[Amnian common]] was spoken by the rural inhabitants of Amn, and this was made up of a dialect of Common with certain words in Thorass.<ref name="LoIA-p4" /> There were a number of phrases in common usage in Amn which are unique to the nation. See [[Amnian phrases]].
   
 
==Culture==
 
==Culture==
 
===Religion===
 
===Religion===
There is no state religion in Amn. Any religious practice is tolerated provided it does not interfere with the Council of Six (the government). All religions are represented in Amn, and religious freedom is important to its inhabitants.<ref name="LoIA-p4" /> Some deities are more favoured than others due to their portfolios in relation to the day-to-day affairs of the people.
+
There was no state religion in Amn. Any religious practice was tolerated provided it did not interfere with the Council of Six (the government). All religions were represented in Amn, and religious freedom was important to its inhabitants.<ref name="LoIA-p4" /> Some deities were more favoured than others due to their portfolios in relation to the day-to-day affairs of the people.
   
;[[Waukeen]] : The premier deity in Amn. Temple services to Waukeen are mostly parties and banquets.<ref name="LoIA-p5">{{Cite book/Lands of Intrigue/Amn|5}}</ref>
+
;[[Waukeen]] : The premier deity in Amn. Temple services to Waukeen were mostly parties and banquets.<ref name="LoIA-p5">{{Cite book/Lands of Intrigue/Amn|5}}</ref>
;[[Lliira]] : Because Lliira oversaw Waukeen's portfolios during the [[Time of Troubles]], she has grown in Amn, her worship becoming more common.<ref name="LoIA-p5" />
+
;[[Lliira]] : Because Lliira oversaw Waukeen's portfolios during the [[Time of Troubles]], her worship grew in Amn.<ref name="LoIA-p5" />
;[[Sune]] : Well-suited to Amn due to the importance of status and appearance. The clergy of Sune are often dressed more provocatively here than elsewhere in the Realms.<ref name="LoIA-p5" />
+
;[[Sune]] : Well-suited to Amn due to the importance of status and appearance. The clergy of Sune were often dressed more provocatively here than elsewhere in the Realms.<ref name="LoIA-p5" />
;[[Chauntea]] : Due to the importance of agriculture in Amn, Chauntea is worshipped widely near the time of harvests. Most worship occurs in small shrines in rural areas.<ref name="LoIA-p5" />
+
;[[Chauntea]] : Due to the importance of agriculture in Amn, Chauntea was worshipped widely near the time of harvests. Most worship occured in small shrines in rural areas.<ref name="LoIA-p5" />
;[[Selûne]] : Mainly worshipped in [[Murann]] because it is a port city.<ref name="LoIA-p5" />
+
;[[Selûne]] : Mainly worshipped in [[Murann]] because it was a port city.<ref name="LoIA-p5" />
;[[Cyric]] : Many temples of [[Bane]] fell to Cyric after [[Tellvon Bloodshoulder]]'s efforts. The worship of Cyric is spread through the [[Shadow Thieves]].<ref name="LoIA-p5" /> Over the past century, Cyric's influence has grown substantially and one of the [[Council of Five]], the [[Pommarch]], is a devotee of the Church of Cyric. Amn is one of the few nations where Cyric is worshiped openly.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
+
;[[Cyric]] : Many temples of [[Bane]] fell to Cyric after [[Tellvon Bloodshoulder]]'s efforts. The worship of Cyric was spread through the [[Shadow Thieves]].<ref name="LoIA-p5" /> Over the past century, Cyric's influence grew substantially and one of the [[Council of Five]], the [[Pommarch]], was a devotee of the Church of Cyric. Amn was one of the few nations where Cyric was worshiped openly.<ref name="FRCG-p92">{{Cite book/Forgotten Realms Campaign Guide|92}}</ref>
;[[Helm]] : Prior to the god's death in the [[1384 DR|Year of Three Streams Bloodied]] Helm was worshipped in Amn, though not extensively except in [[Trademeet]].<ref name="LoIA-p5" />
+
;[[Helm]] : Prior to the god's death in the [[1384 DR|Year of Three Streams Bloodied]] Helm was worshiped in Amn, though not extensively except in [[Trademeet]].<ref name="LoIA-p5" />
;[[Ilmater]] : Like the fallen Helm, Ilmater was not worshipped extensively except in Trademeet.<ref name="LoIA-p5" />
+
;[[Ilmater]] : Like the fallen Helm, Ilmater was not worshiped extensively except in Trademeet.<ref name="LoIA-p5" />
   
 
===Status===
 
===Status===
Money is the key to status in Amn. A successful person is measured by the amount of wealth they display in material possessions, to the extent that
+
Money was the key to status in Amn. A successful person was measured by the amount of wealth they display in material possessions, to the extent that it was possible to buy nobility, at the right price. Lavish parties were common in recognition of events such as a business success, and these were often expensive, but acted to further demonstrate the wealthy status of the host. Status could also be demonstrated by giving expensive gifts or gratuities.<ref name="LoIA-p3" />
it is possible to buy nobility, at the right price. Lavish parties are common in recognition of events such as a business success, and these are often expensive, but act to further demonstrate the wealthy status of the host. Status can also be demonstrated by giving expensive gifts or gratuities.<ref name="LoIA-p3" />
 
   
Status can be measured in terms of the location of a person's property, although not so much importance is placed on the amount of land owned. Athkatla is the most coveted of places for a residence, and the [[Gem District]] is the best area in the city. As a merchant family rises in status, it is expected to acquire more than one property, and estates around Lake Esmel are the finest of these.<ref name="LoIA-p3" />
+
Status could be measured in terms of the location of a person's property, although not so much importance was placed on the amount of land owned. Athkatla was the most coveted of places for a residence, and the [[Gem District]] was the best area in the city. As a merchant family rose in status, it was expected to acquire more than one property, and estates around Lake Esmel were the finest of these.<ref name="LoIA-p3" />
   
Another form of demonstrating status is one's attire. Women often wear turbans, with more elaborate and ornate examples showing off higher status, such as gold, silver or platinum threaded embroidery. Metal-embroidered silk garments are popular amongst all classes and both genders. Vests or cloaks of fur from [[the North]] are in fashion, despite the temperate climate. Jewellery can be another show of status. Gem-inlaid precious metal rings are common, and pearls (especially black pearls) are in high demand. Dressing in ornate or fancy garments and jewellery is frowned upon amongst the wealthiest Amnian families, who wear simpler clothing, resorting to the other displays of status instead.<ref name="LoIA-p3" />
+
Another form of demonstrating status was one's attire. Women often wore turbans, with more elaborate and ornate examples showing off higher status, such as gold, silver or platinum threaded embroidery. Metal-embroidered silk garments were popular amongst all classes and both genders. Vests or cloaks of fur from [[the North]] were in fashion, despite the temperate climate. Jewellery could be another show of status. Gem-inlaid precious metal rings were common, and pearls (especially black pearls) were in high demand. Dressing in ornate or fancy garments and jewellery was frowned upon amongst the wealthiest Amnian families, who wore simpler clothing, resorting to the other displays of status instead.<ref name="LoIA-p3" />
   
Status is measured using a scale of precious metals, from "ore" at the bottom, to "[[mithral]]" at the top.<ref name="LoIA-p4">{{Cite book/Lands of Intrigue/Amn|4}}</ref> Lower ranks are often used as insults, while a higher rank can be used to compliment something or someone. These ranks are as follows:<ref name="LoIA-p6">{{Cite book/Lands of Intrigue/Amn|6}}</ref>
+
Status was measured using a scale of precious metals, from "ore" at the bottom, to "[[mithral]]" at the top.<ref name="LoIA-p4">{{Cite book/Lands of Intrigue/Amn|4}}</ref> Lower ranks were often used as insults, while a higher rank could be used to compliment something or someone. These ranks were as follows:<ref name="LoIA-p6">{{Cite book/Lands of Intrigue/Amn|6}}</ref>
 
* '''Ore'''&mdash;the lowest rank. Used to mean filthy or criminal, and strongly insulting.
 
* '''Ore'''&mdash;the lowest rank. Used to mean filthy or criminal, and strongly insulting.
* '''Bronze'''&mdash;the working class. Can also be used to mean a low-rank imposter.
+
* '''Bronze'''&mdash;the working class. Could also be used to mean a low-rank imposter.
 
* '''Copper'''&mdash;acceptable working class.
 
* '''Copper'''&mdash;acceptable working class.
 
* '''Steel'''&mdash;best of the working class, or military.
 
* '''Steel'''&mdash;best of the working class, or military.
 
* '''Silver'''&mdash;a rising merchant or one with much potential.
 
* '''Silver'''&mdash;a rising merchant or one with much potential.
* '''Gold'''&mdash;one whose wealth is inherited, or one who is wealthy without business sense.
+
* '''Gold'''&mdash;one whose wealth was inherited, or one who was wealthy without business sense.
 
* '''Platinum'''&mdash;the head of a mercantile house.
 
* '''Platinum'''&mdash;the head of a mercantile house.
 
* '''Adamantine'''&mdash;the highest self-made rank.
 
* '''Adamantine'''&mdash;the highest self-made rank.
Line 172: Line 171:
   
 
===Etiquette===
 
===Etiquette===
In general, the richest inhabitants command the less wealthy. A recent show of wealth such as a large purchase or high bid can immediately raise a person's status, even above those who are wealthier overall. More emphasis is put on proper business conduct than racial stereotypes, so as long as a potential customer adheres to these rules, it does not matter who they are or where they are from. Even so, Amnians are wary of potential threats to business, so the more wealthy are often accompanied by at least two guards.<ref name="LoIA-p4" />
+
In general, the richest inhabitants commanded the less wealthy. A recent show of wealth such as a large purchase or high bid could immediately raise a person's status, even above those who were wealthier overall. More emphasis was put on proper business conduct than racial stereotypes, so as long as a potential customer adhered to these rules, it did not matter who they were or where they were from. Even so, Amnians were wary of potential threats to business, so the more wealthy were often accompanied by at least two guards.<ref name="LoIA-p4" />
   
 
==Appearances==
 
==Appearances==

Revision as of 23:41, 15 June 2013

Amn, also known as the Merchant's Domain,[1] was a tremendously wealthy nation in West Faerûn. Prior to the Spellplague and the continent's disappearance, Amn held colonies far away in Maztica. Post-Spellplague it still controlled important trade routes to Calimshan and Baldur's Gate as well as colonial ports in the Moonshaes and Chult.[2][3] Its population, mostly human with a large minority population of halflings, was historically in the range of 3 million.[4] The country's natural resources and wealth, combined with its mercantile nature led Amn to become one of the most important and influential trading centers throughout Faerun. The crowning jewel of this powerful state was the capital city of Athkatla, founded in 100 DR or 0 AR in official documents and often known as the "City of Coin."

Geography

Geographically, Amn was a fairly small state, though its size was impressive compared with its neighbor and frequent rival, Baldur's Gate. Historically, Amn held several colonies in Maztica but during the Spellplague these disappeared from Toril along with the rest of the continent. However, Amn remained a colonial power through the 15th century DR, primarily through its fortified ports in both Chult and the Moonshae Isles, as well as the Mhair Archipelago.[5]

Climate

The weather was pleasant almost all the year round in Amn. At Lake Esmel, the temperature was warmer due to the hot springs. A diverse selection of crops grew very well in Amn, making for a surplus which was traded with other nations. Amn's rainy season was from Uktar to early Tarsakh. The winters were mild with minor freezes and a little snow all across the nation with the exception of Esmeltaran on Lake Esmel. Although the rivers frooze over during Hammer, they did not harden enough to make crossing the ice safe. Due to blizzards in the Cloud Peaks over the winter, Nashkel could often become isolated from Athkatla.[1]

Regions

Lake Esmel
A lake located along the eastern border of Amn. Unusually deep, Lake Esmel was home to several hot mineral springs and, according to local legend, a powerful dragon.[6]

Forests

Forest of Shadows
Also known as Shilmista, this ancient woodland overlapped with the elven kingdom of Elbereth.[7]
Snakewood forest

Mountains

Cloud Peaks
A mountain range at the northern edge of Amn,[8] infested with dangerous monsters but home also to precious gems.[6]
Mount Speartop
The highest point in Amn, three miles above sea level.[1]
Small Teeth
A mountain range containing many evil humanoids.[8]
Snowflake Mountains
A range of mountains in West Faerûn.
Troll Mountains
A range of low mountains, so named for the rather intelligent trolls that inhabited their peaks.[8] An enormous 4,000 foot slab resembling a dwarf could be found in the mountains, marking the location of a long-abandoned dwarven city.[8] Also notable for their large deposits of gems.[citation needed]

Towns and cities

Athkatla (pop. 122,000)
The "City of Coin" was the capital and crowning jewel of Amn's kingdom. It was considered a pilgrimage site for followers of Waukeen. Athkatla rested just east of the Trade Way, south of Nashkel and north of Trademeet.
Crimmor (pop. 40,000)
A walled trading hub east of Athkatla, just south of the Cloud Peaks along the southern Trade Way. Crimmor was also the open center of Shadow Thief activity.[6]
Eshpurta (pop. 24,252, as of 1372 DR)
Amn's main military city, located in the eastern part of the kingdom, south of the Troll Mountains.[8]
Esmeltaran (pop. 35,000)
A halfling dominated city in eastern Amn, near Lake Esmel.[9]
Keczulla (pop. 47,733)
A gem-mining town that previously contained many gold and iron mines.[8]
Purskul (pop. 27,210)
A granary city that was also an important caravan stop.[8]

Colonies

Port Nyranazaru (pop. 12,000)
A highly profitable Amnian port in Chult, Port Nyranazaru was well-defended, protected by three gates and a high wall.[2]
Snowdown (pop. 20,000)
One of the Moonshae Isles, Snowdown was controlled by Amn through the Lady Erliza Daressin.[3]
Spellhold
This settlement was once an asylum located on the island of Brynnlaw, off the western coast of Amn, under the command of the Cowled Wizards of Athkatla, used to house the 'deviants' they have found in Amn, practicing magic without an official license.[citation needed] However, it was abandoned during the Hundred Years of Chaos and now is a taboo location for travelers.[9]

History

Amn, one of Faerûn's youngest nations but also one of its richest, had a brief but crowded history. By the time of the Spellplague, Amn had expanded further than any other Faerûnian power yet, reaching its influence to the shores of the fabled continent of Maztica across the Trackless Sea. There, it remained a local power until, during the cataclysmic events of the Year of Blue Fire the entire continent disappeared, along with all of its inhabitants. Even so, Amn's status as a colonial power was hardly broken and in the absence of its old colonies, the ambitious rulers of the Merchant's Domain instead opened up colonies in the more local arenas of Chult, the Mhair Archipelago, and the Moonshae Isles.[5]

This section is a stub. You can help us by expanding it.


Economy

Money flowed in and out of Amn like no other country. It receiveed a lot of goods from Calimshan and Tethyr to the south, on their way to the Heartlands in the north. It was rivals with Waterdeep and Sembia.[1] While most often drawing merchants and businessmen, it also attracted adventurers from many lands, even from outside Faerûn. Thanks to its vast wealth and the amount of import that was placed upon smooth and efficient trade, merchant companies, often run by wealthy families or "houses," held a great deal of the power in Amn, so much so that they could compete with more traditional political forces in the country.[5]

In the past, stone was imported from Mirabar via Luskan for use in construction, having been magically transported which was an expensive process.[10] Since Luskan's demise, however, this particular route was cut off.[11] While trade was definitely profitable in Amn the nation's lifeline of commerce was constantly under threat from the savage land of Muranndin directly to the south.[5]

Government

Main article: Council of Five

Since its unification under Thayze Selemchant Amn was ruled by the Council of Six, who resided in Athkatla. Their main duties were to maintain trade within and outside of Amn, controlling nearly every aspect regarding the economy of the nation. Separate from their economic concerns, the council also coordinated the militaristic defense of the nation, a task in which each individual member had a particular role.[12] These positions were anonymously held.[5]

After the Spellplague, however, things changed. The number of seats on the Council was reduced from six to five. Amn remained an oligarchy but abandoned all pretenses of being anything else and the positions on the Council were openly held by the rulers of five noble houses: Alibakkar, Dannihyr, Nashivaar, Ophal, and Selemchant.[5]

However, despite all appearances to the contrary, many other forces continued to hold a great deal of power in the country, despite the efforts of the Council to contain them.[5] Directly beneath the Council in power were the head merchant families, who often wielded considerable political power as it is from among their ranks from which new council members were elected.[12] While families who didn't have a member on the council had little direct governmental power, their influence and authority among the town or cities in which they resided was still considerable. In any given city of Amn there were between ten and thirty heavily influential families, with Athkatla having forty-two families that controlled the nation's trading houses.[13]

Next down in the power scheme of Amn were its mercantile houses, companies formed by the consolidation of two or more lesser merchants' or merchant families' wealth. Both the Council and the Shadow Thieves supported these consortia, investing small shares in order to keep an eye on the economic interests of the guilds and lesser families. The success of a house might make or break the influence and power of its investors.

Standing beside the merchant houses in power were the Cowled Wizards, the Emerald Cabal, and the Shadow Thieves, each of whom possessed an enormous degree of unofficial power behind the scenes. The Cowled Wizards were themselves the only legal arcane institution in Amn, all others banned by decree of the Council, and were controlled by the powerful Selemchants, who they served most often as underhanded agents or mercenaries. Opposing the Cowled Wizards were the secretive Emerald Cabal, a league of illegal mages opposed to the entire Amnian system and who were unafraid to use violent means to achieve their ends. Like the Emeral Cabal, the Shadow Thieves' power was substantially illegal but in spite of this they held a considerable amount of power comparable to that of the merchant houses of Cowled Wizards, heading a criminal network that flowed between their lair in Crimmor, the rest of Amn, and the nations of the Sword Coast to the north.[14]

Foreign relations

Some of the southern settlements in Amn had split loyalties, with some preferring to join Tethyr to the south, because of its recent[as of when?] prosperity. Currently[as of when?] the border between Amn and Tethyr is formed by the Tethir Road, although some disputed this, claiming it to be the Tejarn Hills. To the east, Amn's extent is marked by the Shilmista Forest, and to the west, by the Sea of Swords.[1] Muranndin, the "monster kingdom," poses a significant threat to Amnian trade from the south and during the 1370s waged a destructive war on Amn that resulted in the slavery of thousands of Amnians, whose unfortunate descendants continued to suffer under foreign rule. To Amn, a country known for its sparse values but which banned open, outright slavery, this was a festering wound.[6]

In the north, Amn extended to the northern edge of the Cloud Peaks and Nashkel.[1] Historically, Amn had a strong rivalry with Baldur's Gate, which nearly resulted in war during the Iron Crisis of the 1360s.[15] However, more recently Amn's attentions have turned to Waterdeep, Amn's chief rival for international trade.[5]

Generally speaking, Amn had few friends, and even Tethyr, ostensibly Amn's ally, viewed its neighbor's activities with deep concern.[5]

Demographics

Around a sixth of the population of Amn lived within its cities and major towns, with the rest living in villages and rural farmlands. Two thirds of the population lived west of Lake Esmel. Around the Year of Wild Magic roughly 84% of inhabitants were human and 15% halfling. The latter number, however, grew substantially in the 15th century DR due in large part to the destruction of Luiren, the ancestral home of the halfling race. The native humans of Amn were primarily descended from Calishites and Tethyrians. A very small proportion of Amn's inhabitants were shield dwarves (in the mountainous areas) and wild elves (in Shilmista or Snakewood), and fewer still from these races decided to inhabit the cities. Gnomes were a rare sight in the cities and aroused interest. Except for Purskul, whose labour force was more than 20% half-orc, this race and half-elves were rare. Half-orcs were looked down upon as second-class citizens.[4]

The establishment of a Shou Town is on the way at Athkatla. (source)

Halflings

In Amnian society, humans treated halflings as equals thanks to their business skills. Although human businesses tended to have a strict hierarchy and leadership, halflings tended to rely more on teamwork, with no one individual having sole responsibility. Few halflings lived west of Esmeltaran, preferring to live in segregation in this city or in Riatavin, because these settlements were near the lost halfling realm of Meiritin[4]

Languages

Although most languages were spoken in Amn due to the large number of traders from all across the Realms, Thorass was used for official documents and speeches. This was despite Common being used exclusively for this purpose in other neighbouring lands. A regional language sometimes referred to as Amnian common was spoken by the rural inhabitants of Amn, and this was made up of a dialect of Common with certain words in Thorass.[16] There were a number of phrases in common usage in Amn which are unique to the nation. See Amnian phrases.

Culture

Religion

There was no state religion in Amn. Any religious practice was tolerated provided it did not interfere with the Council of Six (the government). All religions were represented in Amn, and religious freedom was important to its inhabitants.[16] Some deities were more favoured than others due to their portfolios in relation to the day-to-day affairs of the people.

Waukeen
The premier deity in Amn. Temple services to Waukeen were mostly parties and banquets.[17]
Lliira
Because Lliira oversaw Waukeen's portfolios during the Time of Troubles, her worship grew in Amn.[17]
Sune
Well-suited to Amn due to the importance of status and appearance. The clergy of Sune were often dressed more provocatively here than elsewhere in the Realms.[17]
Chauntea
Due to the importance of agriculture in Amn, Chauntea was worshipped widely near the time of harvests. Most worship occured in small shrines in rural areas.[17]
Selûne
Mainly worshipped in Murann because it was a port city.[17]
Cyric
Many temples of Bane fell to Cyric after Tellvon Bloodshoulder's efforts. The worship of Cyric was spread through the Shadow Thieves.[17] Over the past century, Cyric's influence grew substantially and one of the Council of Five, the Pommarch, was a devotee of the Church of Cyric. Amn was one of the few nations where Cyric was worshiped openly.[5]
Helm
Prior to the god's death in the Year of Three Streams Bloodied Helm was worshiped in Amn, though not extensively except in Trademeet.[17]
Ilmater
Like the fallen Helm, Ilmater was not worshiped extensively except in Trademeet.[17]

Status

Money was the key to status in Amn. A successful person was measured by the amount of wealth they display in material possessions, to the extent that it was possible to buy nobility, at the right price. Lavish parties were common in recognition of events such as a business success, and these were often expensive, but acted to further demonstrate the wealthy status of the host. Status could also be demonstrated by giving expensive gifts or gratuities.[4]

Status could be measured in terms of the location of a person's property, although not so much importance was placed on the amount of land owned. Athkatla was the most coveted of places for a residence, and the Gem District was the best area in the city. As a merchant family rose in status, it was expected to acquire more than one property, and estates around Lake Esmel were the finest of these.[4]

Another form of demonstrating status was one's attire. Women often wore turbans, with more elaborate and ornate examples showing off higher status, such as gold, silver or platinum threaded embroidery. Metal-embroidered silk garments were popular amongst all classes and both genders. Vests or cloaks of fur from the North were in fashion, despite the temperate climate. Jewellery could be another show of status. Gem-inlaid precious metal rings were common, and pearls (especially black pearls) were in high demand. Dressing in ornate or fancy garments and jewellery was frowned upon amongst the wealthiest Amnian families, who wore simpler clothing, resorting to the other displays of status instead.[4]

Status was measured using a scale of precious metals, from "ore" at the bottom, to "mithral" at the top.[16] Lower ranks were often used as insults, while a higher rank could be used to compliment something or someone. These ranks were as follows:[18]

  • Ore—the lowest rank. Used to mean filthy or criminal, and strongly insulting.
  • Bronze—the working class. Could also be used to mean a low-rank imposter.
  • Copper—acceptable working class.
  • Steel—best of the working class, or military.
  • Silver—a rising merchant or one with much potential.
  • Gold—one whose wealth was inherited, or one who was wealthy without business sense.
  • Platinum—the head of a mercantile house.
  • Adamantine—the highest self-made rank.
  • Mithral—perfection. The highest possible rank.

Etiquette

In general, the richest inhabitants commanded the less wealthy. A recent show of wealth such as a large purchase or high bid could immediately raise a person's status, even above those who were wealthier overall. More emphasis was put on proper business conduct than racial stereotypes, so as long as a potential customer adhered to these rules, it did not matter who they were or where they were from. Even so, Amnians were wary of potential threats to business, so the more wealthy were often accompanied by at least two guards.[16]

Appearances

See also

Behind the scenes

Amn bears many similarities to sixteenth-century Spain.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 2. ISBN 0-7869-0697-9.
  2. 2.0 2.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 102. ISBN 978-0-7869-4924-3.
  3. 3.0 3.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 153. ISBN 978-0-7869-4924-3.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 3. ISBN 0-7869-0697-9.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 92. ISBN 978-0-7869-4924-3.
  6. 6.0 6.1 6.2 6.3 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 93. ISBN 978-0-7869-4924-3.
  7. R.A. Salvatore (July 2003). The Thousand Orcs. (Wizards of the Coast), p. 109. ISBN 978-0786929801.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 154. ISBN 0-7869-1836-5.
  9. 9.0 9.1 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 80. ISBN 978-0-7869-4929-8.
  10. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 152. ISBN 1-5607-6678-6.
  11. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 148. ISBN 978-0-7869-4924-3.
  12. 12.0 12.1 Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 10. ISBN 0-7869-0697-9.
  13. Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 11. ISBN 0-7869-0697-9.
  14. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 92–3. ISBN 978-0-7869-4924-3.
  15. BioWare (December 1998). Designed by James Ohlen. Baldur's Gate. Black Isle Studios.
  16. 16.0 16.1 16.2 16.3 Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 4. ISBN 0-7869-0697-9.
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 5. ISBN 0-7869-0697-9.
  18. Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 6. ISBN 0-7869-0697-9.

Further reading

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