Amn
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| Amn | |||||||||||||||||||||
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| Capital | Athkatla | ||||||||||||||||||||
| Area | Lands of Intrigue | ||||||||||||||||||||
| Government | Plutocracy | ||||||||||||||||||||
| Ruler | Council of Six | ||||||||||||||||||||
| Population | 2,963,520 | ||||||||||||||||||||
| Races |
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| Religions | Bane, Chauntea, Cyric, Selûne, Sune, Waukeen | ||||||||||||||||||||
| Imports | Exotic goods (from Maztica), magic items, mercenaries, pearls, siege weaponry | ||||||||||||||||||||
| Exports | Ale, armor, beer, caravan items, gems, golds, grain, horses, iron, jewelry, weapons | ||||||||||||||||||||
| Alignment | |||||||||||||||||||||
| Source: FRCS, p. 153 | |||||||||||||||||||||
Amn, also known as The Merchant's Domain,[1] is a tremendously wealthy nation in West Faerûn, holding colonies in far away Maztica and controlling important trade routes to Calimshan and Baldur's Gate. Its population is around 3.6 million.[2] 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 the Realms. The crowning jewel of this powerful nation is is the capital city of Athkatla. Founded in 100 DR, or 0 AR (Amnreckoning, little used, except in official documents), the City of Coin is the heart of this rich and imbued nation of Amn.[citation needed]
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[edit] 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.[1]
[edit] Trade
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 and Sembia.[1] While most often drawing merchants and buisnessmen, it also attracts adventurers from many lands, even from outside Faerûn.
Stone is imported from Mirabar via Luskan for use in construction, having been magically transported. This is an expensive process.[3]
[edit] Society
[edit] 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. Roughly 84% of inhabitants are human and 15% halfling. The natives of Amn are descended from Calishites and Tethyrians. 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.[2]
[edit] 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[2]
[edit] 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 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.[2]
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.[2]
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.[2]
Status is measured using a scale of precious metals, from "ore" at the bottom, to "mithral" at the top.[4] Lower ranks are often used as insults, while a higher rank can be used to compliment something or someone. These ranks are as follows:[5]
- Ore—the lowest rank. Used to mean filthy or criminal, and strongly insulting.
- Bronze—the working class. Can 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 is inherited, or one who is wealthy without business sense.
- Platinum—the head of a mercantile house.
- Adamantine—the highest self-made rank.
- Mithral—perfection. The highest possible rank.
[edit] 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.[4]
[edit] 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.[4] Some deities are 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.[6]
- Lliira
- Because Lliira oversaw Waukeen's portfolios during the Time of Troubles, she has grown in Amn, her worship becoming more common.[6]
- 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.[6]
- 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.[6]
- Selûne
- Mainly worshipped in Murann because it is a port city.[6]
- Cyric
- Many temples of Bane fell to Cyric after Tellvon Bloodshoulder's efforts. The worship of Cyric is spread through the Shadow Thieves.[6]
- Helm
- Not worshipped extensively except in Trademeet.[6]
- Ilmater
- Again, not worshipped extensively except in Trademeet.[6]
[edit] Government
Amn is ruled by the Council of Six who reside in Athkatla. Their main duties are to maintain trade within and outside of Amn, controlling nearly every aspect regarding the economy of the nation. Seperate from their economic concerns, the council also coordinates the militaristic defense of the nation, a task in which each individual member has a particular role.[7]
[edit] Politics and borders
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. In the north, Amn extends to the northern edge of the Cloud Peaks and Nashkel.[1]
[edit] Culture
[edit] Languages
Although most languages are spoken in Amn due to the large number of traders from all across the Realms, 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.[4] There are a number of phrases in common usage in Amn which are unique to the nation. See Amnian phrases.
[edit] Other Important Factions
[edit] Head Merchant Families
The head merchant families of Amn wield considerable political power as it is from among their ranks in which new council members are elected. [7] 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.[8]
[edit] Mercantile Houses
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 consoritums, investing small shares in order to keep an eye on the economic intrests of the guilds and lesser families. The succes of a house might make or break the influence and power of its investors.
[edit] Major Geographical Features
[edit] Forests
[edit] Mountains
- Cloud Peaks
- A mountain range at the northern edge of Amn.[9]
- Mount Speartop
- The highest point in Amn, three miles above sea level.[1]
- Small Teeth
- A mountain range containing many evil humanoids.[9]
- Troll Mountains
- A range of low mountains, so named for the rather intelligent trolls that inhabit their peaks.[9] Also notable for their large deposits of gems.[citation needed]
[edit] Major Cities
- Athkatla
- (pop. 118,000) The City of Coin is the capital and crowning jewel of Amn's kingdom. It is considered a pilgramage site for followers of Waukeen. Athkatla rests just east of the Trade Way, south of Nashkel and north of Trademeet.
- Crimmor
- (pop. 35,491) A walled trading hub east of Athkatla, just south of the Cloud Peaks along the southern Trade Way.
- Eshpurta
- (pop. 24,252) Amn's main military city, located in the eastern part of the kingdom, south of the Troll Mountains.[9]
- Keczulla
- (pop. 47,733) A gem-mining town that previously contained many gold and iron mines.[9]
- Murann
- (pop. 43,773) Located in southern Amn at the base of Peninsula Tulmere west of Trademeet. The city has fallen into the hands of two ogre magi and their forces, capturing many of the treasure ships in harbor. The lowest point in Amn.[1]
- Purskul
- (pop. 27,210) A granary city that is also an important caravan stop.[9]
[edit] Related Places
- Spellhold is 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]
[edit] Appearances
[edit] See Also
[edit] Notes
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Steven E. Schend (1997). Lands of Intrigue (Amn), p. 2. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Steven E. Schend (1997). Lands of Intrigue (Amn), p. 3. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ Ed Greenwood (1993). Volo's Guide to the North, p. 152. TSR, Inc. ISBN 1-5607-6678-6.
- ↑ 4.0 4.1 4.2 4.3 Steven E. Schend (1997). Lands of Intrigue (Amn), p. 4. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ Steven E. Schend (1997). Lands of Intrigue (Amn), p. 6. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Steven E. Schend (1997). Lands of Intrigue (Amn), p. 5. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ 7.0 7.1 Steven E. Schend (1997). Lands of Intrigue (Amn), p. 10. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ Steven E. Schend (1997). Lands of Intrigue (Amn), p. 11. TSR, Inc. ISBN 0-7869-0697-9.
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 154. Wizards of the Coast. ISBN 0-7869-1836-5.
[edit] References
| | This page uses content from Wikipedia. The original article was at Amn (Forgotten Realms). The list of authors can be seen in the page history. As with Forgotten Realms Wiki, the text of Wikipedia is available under the GNU Free Documentation License. |
