Amn

Amn is a nation of merchants, a place where caravans start and end and ships leave for exotic ports and return laden with gold and strange items. The Shadow Thieves have their hand in everything, and the rulers are an anonymous group known only is the Council of Six. Divine spellcasters are respected if their work brings money to Amn, while arcane spellcasters are universally reviled and feared.

Amn maintains a large colony on the distant tropical continent of Maztica and has profited greatly from its trade. The government’s disregard for the humanoids in its southern mountains has come back to haunt the country; two ogre mage leaders forged an army and took over much of southern Amn, including its secondary port city. Now Amn struggles to retake its territory while maintaining its trade routes and dominance in Maztica.

The people of Amn are obsessed with wealth. Unlike their southern neighbors, who pursue wealth for the comfort it brings, Amnians desire wealth for its own sake and for power, using the money they acquire to create more riches for themselves. Also in contrast to Calimshan, the wealthy in Amn make a great show of donating money to charities and the needy. Large donations demonstrate that a person can afford to be generous. Everything a citizen does should be done for money; doing something unprofitable is considered foolish and wasteful.

Amn’s economy is supported by strong guilds, controlled by powerful merchant families who have a great deal of wealth and political clout Every aspect of trade or craft is covered by a guild.

BENEFITS:

Languages:

Chondathan, Orc

Equipment:

Weapons: Crossbow (all), Long Sword, Short Sword, Battle Axe
Armour: Studded Leather, Chain Mail
Mounts: Horse, Pony

Spells:

Spider Climb
Flashlight

FIghting Styles:

Finesse Fighting Style; Missile Fighting Style, Two-Handed Weapon Fighting Style

Favoured Deities:

Bane, Chauntea, Cyric, Mask, Shar, Sune, Sharess, Tyr, Waukeen, Gruumsh.

Amn

Forgotten Realms: Birthright Avanpallandt