Murann, known as the Sailors' City, was a port city and the second-largest city of Amn[2] until the Year of the Unstrung Harp, 1371 DR,[6] when it was conquered by the Sothillisian Empire[7] and became the capital of the newly established kingdom of Muranndin.[8]

Geography[edit | edit source]

Murann was located in Tarseth Bay along the Sea of Swords.[9]

Trade[edit | edit source]

Murann was located at the western end of the Tethir Road.[9] The city's economy was based on sea trade, including shipbuilding and whaling.[3] By the Year of the Gauntlet, 1369 DR, Murann had well-established transoceanic trade with Maztica.[10]

Defenses[edit | edit source]

The city was defended by the Harbor Guard (3,000 strong).[3]

History[edit | edit source]

Murann was established in the Year of the Awakening Magic, 212 DR.[5]

In the Year of the Wanderer, 1338 DR, the Murann Spice War occurred between the Ophal and Ulvax family holdings.[11]

In the Year of the Saddle, 1345 DR, the Coast Plague infected Murann, as well as other settlements in the area, killing 20% of the population.[11]

In 1369 DR, three ships of the Vemmil clan returned from Zakhara.[12]

In Eleasis of the Year of the Tankard, 1370 DR,[13] the armies of Sothillis and Cyrvisnea attacked and laid siege to Murann. By Midsummer of 1371 DR, Murann fell to their forces.[6]

Organizations[edit | edit source]

Notable locations[edit | edit source]

Notable inhabitants[edit | edit source]

Individuals[edit | edit source]

Families[edit | edit source]

Appendix[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 56. ISBN 0-7869-0697-9.
  2. 2.0 2.1 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 53. ISBN 0-7869-0697-9.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 57. ISBN 0-7869-0697-9.
  4. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 5. ISBN 0-7869-0697-9.
  5. 5.0 5.1 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 19. ISBN 0-7869-0697-9.
  6. 6.0 6.1 Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 41. ISBN 0-7869-3910-9.
  7. 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.
  8. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 93. ISBN 978-0-7869-4924-3.
  9. 9.0 9.1 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 54. ISBN 0-7869-0697-9.
  10. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 61. ISBN 0-7869-0697-9.
  11. 11.0 11.1 Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 21. ISBN 0-7869-0697-9.
  12. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 23. ISBN 0-7869-0697-9.
  13. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 24. ISBN 0-7869-0697-9.
  14. Steven E. Schend (1997). Lands of Intrigue: Book Three: Erlkazar & Folk of Intrigue. (TSR, Inc), p. 19. ISBN 0-7869-0697-9.
  15. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 22. ISBN 0-7869-0697-9.
  16. Steven E. Schend (1997). Lands of Intrigue: Book Three: Erlkazar & Folk of Intrigue. (TSR, Inc), p. 20. ISBN 0-7869-0697-9.
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