Society
To an Amnian, economic success is everything. The average Amnian citizen is driven to amass as much wealth as possible within a lifetime. Those with the means are raised under high expectations to succeed, most often in the realms of commerce, banking, small business ventures, or artisan guilds.Families foster a competitive environment, encouraging their children to outdo one another. Even siblings are often pitted against each other, with parents taking note of who earned the most profit, negotiated the best dowry, or secured the most beneficial guild connections. Boasting about one's own achievements, or those of close relatives, is practically a national pastime in Amn.
Amnian society is rife with contradictions. On one hand, it prizes status and appearance, carefully keeping those deemed unworthy outside of the inner circles. Yet its very obsession with coin as the measure of power creates a labyrinth of rules and loopholes; paths through which the cunning and ambitious may rise in ways unthinkable in other realms where blood and lineage matter more than wealth.
Language
The local dialect is Chondathan, with Alzhedo also spoken among families of Calishite heritage. If you are a new player intending to play a local, simply type "!lang learn chondathan" in the chat after making your character. See Languages for more information on our language system.Naming Conventions
We use a blend of fantasy Italian and Spanish influences for local names. You will often encounter names such as Alessandro, Alonzo, Lucia, Leonardo, Bianca, and so forth. Common surnames include di'Calante, di'Vellini, and di'Leone, with di' meaning 'of'. Many families also have distinct Calishite or Tethyrian heritage, making such conventions also relatively common.Having no surname at all is also extremely common, especially among the lower echelons of society. In these cases, people often adopt descriptive surnames based on their occupation (Smith, Baker, Tiller, Gardener, Hunter) personality or appearance (the Brave, the Fair, the Bald, Brown, Greybeard, One-Eyed), or place of origin (of Trademeet, of Karnann, of Dorletta, etc.)
Reputation
In the same vein, reputation matters greatly to the average Amnian. A good reputation opens the door to better business opportunities, while a tarnished one can lead to ostracism. Slander is taken very seriously, and even minor insults may be brought to court if they threaten to damage someone's otherwise clean record.Titles
Nobles are always addressed as Lord or Lady, while members of the clergy are commonly called Brother or Sister. Knights are addressed as Sir or Dame.Among the common folk, which is the vast majority of the population including new characters, titles are neither granted by default nor considered necessary, except as a sign of particular respect. Most people outside of Court address one another simply by name, with honorifics earned through achievement, character or profession.
Gender roles
Some professions are more common among certain sexes due to physical demands, such as fighting, rowing, and smithing. Men are seen as better suited for warfare, protection and expansion, while women are viewed as the nurturers and caretakers of the community. From an early age, boys are prepared for the possibility of war, whereas girls are usually trained in religion and community management. Women are neither conscripted nor expected to fight, though they may choose to do so.These are broad statistics, not absolutes; with individuals often challenging custom and social norms. Though Amnian women enjoy far more freedom and privileges than those in Calimshan, men still dominate the upper ranks of power, with families being led preferably by a patriarch. Even so, women are active across all strata of society.
Marriage
Among commoners there is comparatively greater freedom in choosing marriage partners. With fewer assets and little to gain from political alliances, their unions are less constrained by the pursuit of power. Even so, practicality often guides most unions. Traders and artisans, especially those tied to a Guild, frequently marry within their trade to preserve skills and secure their livelihood. A blacksmith's son, for instance, might preferably wed a blacksmiths' daughter who could aid in the business, and together they would teach the craft to their children.Marriage among the nobility is rarely a matter of affection. It is a calculated tool for alliance and advancement. Matches are arranged to consolidate power, acquire land, or wealth. Dowries, inheritances, and political leverage are meticulously negotiated. The notion of marrying for love is dismissed as naive, even scandalous among Amnians. Such unions are rare and risky, inviting ostracism and political fallout. Marrying beneath one's station could cost a noble their status, wealth, and influence, so families exert immense pressure to uphold marriages that serve their broad political ambitions.
Sexuality
Public displays of affection are considered inappropriate. Kissing, excessive touching or crass innuendo is deemed vulgar, even among the lower classes.As with most social norms, context and discretion plays a role. Onlookers are often lenient towards lovers parting for long periods, viewing a public kiss or embrace as a forgivable breach of decorum. A kiss could also bear a sacred meaning, serving as a bridge to the divine. Clerics may bestow blessing kisses upon the brows of the faithful or on holy relics, imbuing the act with spiritual reverence.
In most public settings, however, kisses are more common between men, often without sentiment. The gesture could signify honor, loyalty, legality, veneration, or even betrayal. Equals exchanged kisses on the cheek, while those of lower rank kissed the ring or glove of their liege; an act acknowledging hierarchy and sealing of vows through ritual grace.
Courtliness
Courtliness evolved alongside chivalry as a refined code of conduct among the upper classes, particularly in the court of Cormyr; the cradle of elegance, where beauty, refinement and delicacy were cultivated as the most desirable traits. Its roots lay in the chivalric ideals of a Knight's devotion toward his Lady, expressed through adoration, self-sacrifice, verse and refined manners. It governs conduct at social gatherings and feasts, prescribing graceful movements as hallmarks of good breeding. It also extends to the protection of the weak, and to the proper expression of one's sentiments. An essential aspect of this code is the mastery of language, music and dance, seen as signs of education and poise.The use of the delicate Cormyrian Glassware reinforced these ideals; fragile by design, its very brittleness symbolized delicacy and restraint. Handling these fragile objects demanded care and precision, especially from men, fostering a culture where gentleness and moderation were admired rather than mocked. This cultivation of restraint became a form of social currency, signaling one's sophistication. In this way, carefulness itself became fashionable. Amnian aristocracy has begun to imitate this, to them, newfound sophistication with varying levels of success. Many master the motions of courtesy but not its spirit, mistaking ambition for true noblesse (visit the “The Furrowed Brow” library in Murann for more information on this).
Fashion
Oldbloods in Amn (few as they are) tend to dress with sober restraint, favoring minimalism. In contrast, merchant houses and particularly Newcoins flaunt their wealth through lavish, brightly colored garments, mixing patterns and fabrics to openly flaunt their wealth and success.Men commonly wear long tunics or gowns with colorful patterns or delicate embroidery, specially at formal events, making such attire typical for both genders.
While hair coverings remain customary to mark a woman's new role in her household and community after marriage, Amnian women are not required by law to wear veils or face coverings as they are in Calimsham. Headwear, however, remains an important symbol of status; the taller and more ornate the piece, the higher the wearer's rank. The hennin, a tall, conical headdress, remains specially popular among noble ladies, with the most bejewelled and elaborately embroidered pieces signifying the greatest prestige.
Merchant Guilds
While serfs are bound to the land, or are marginalized in the cities, and commoners enjoy limited rights, upstart merchants and artisans have begun seizing new opportunities for wealth. These craftsmen formed Guilds to regulate their trades, controlling entry, maintaining standards, and ensuring quality. Known for their greed and cutthroat competition, guilds often work to exclude outsiders and monopolize commerce.Guild members support one another, agree on pricing, and enforce strict rules for apprenticeship and performance. Trading without Guild Membership is illegal, and membership itself carries significant political weight amongst the higher ranking. Guild families operate like clans, and those who grow particularly wealthy challenge the social order by imitating the nobility; building opulent homes, wearing fine clothes, and hosting lavish events. Their economic power allows them to sponsor artists and craftsmen, boost the local economy, and wield considerable influence.
Hundreds of Guilds operate within Amnian cities; blacksmiths, alchemists, skinners, cooks, fishmongers, woodworkers and many more.
Magic
Amnians have long held a complicated relationship with magic, marked by centuries of harsh regulation and suppression, with The Longest Year having done little to improve things. The practice of magic is heavily regulated and casting magic openly in the city remains illegal, particularly so arcane magic, and its reckless use is punished swiftly and severely (See Laws of the Lands for more information).Furthermore, in The Dragon's Neck setting, magic is inherently unstable, dangerous, and wild. This quality of magic became especially apparent following its resurgence at the end of The Longest Year (for more information, please read the Narrative Introduction). Both spellcasters and those who have witnessed magic firsthand understand its unpredictable nature. This instability adds a layer of tension and realism, reminding everyone that magic is not a tool to be wielded lightly. Therefore, when engaging in roleplay, it is essential for spellcasters to treat magic with the care and respect it demands, reflecting its potential for both wonder and peril.
The Dragon’s Neck is considered low to medium magic. The concept of Low Magic can have multiple interpretations, so it is crucial for us to define what it means in our setting. In this context, Low Magic does not equate to weak or powerless magic necessarily; rather, it signifies that magic is rare and not easily accessible to the average person. The common folk might go through their entire lives without encountering any significant magical events. Their only brushes with magic might be through the local midwife, who uses healing herbs and simple charms, or a cleric whose holy prayers seem to bring a touch of the divine. Magic in this world is sparse and spread thin, not woven into the fabric of everyday life. However, this does not imply a world devoid of magic. Magic exists in the undercurrents of myth and folklore, influencing the stories people tell and the legends they pass down through generations.
Views towards Others
The wealthy dominate nearly every aspect of Amnian life. Corruption runs rampant, and the laws are designed to favor the rich, granting them with countless loopholes to evade consequences. Crimes against nobility or merchant houses bring harsh punishments, instilling fear in the lower classes.Adventurers are seen as aimless, troublesome eccentrics by the average Amnian, whose lives center on family business and stability, but they are acknowledged to be functional to the economy.
Amnian society is predominantly human, which fosters a strong sense of "us against them". Perceived "otherness" breeds distrust rather than curiosity in most cases, even among other humans. Amn had very few allies, and even Tethyr, supposedly its friend, watched its neighbor’s activities with concern. They maintain mostly cordial ties with Calishites, and Tethyrians, but view Mulani as untrustworthy magicians and Illuskans or Rashemi as savage barbarians. The Gur are vilified as deceitful tricksters and thieves.
Kara-Turans, with their foreign customs, are met with bewilderment. A small Hiraji refugee enclave survives in Murann's slums, struggling to adapt, while an even smaller group of Mazticans brought from their homeland endures similar hardship.
Towards non-humans, amnians have varied views:
- Halflings integrate most easily, with their charm and cheer earning a fond acceptance.
- Dwarves follow close behind, respected for their industrious natures and similar clan-like mentality.
- Gnomes are rare, and often mistaken for fey from the Wealdath, most Amnians do not know what to make of them.
- Half-orcs occupy the lowest rung, reviled as brutish and uncivilized, their reputation worsened by the Winter Horde's threat.
- Elves fare little better; their magical allure unsettles Amnians, and centuries of conflict between human settlers and the elves of the Wealdath has left relations between the two races tense and fraught with hostility.
- Finally, Half-elves find their place according to how well they pass as human. Those who downplay their elven heritage adapt best, though prejudice still shadows them.
With enough wealth, however, such barriers can be set aside, at least temporarily, so long as the individual remains serviceable. Amnians readily pursue new alliances and business ventures with people of any background so long as there is plenty of coin to gain, though that doesn't necessarily mean they'll be invited to dine at their table.
Religion
Amnians will pay lip service to whatever deity best serves their needs at the moment. There is no state religion in Amn, and most faiths are tolerated so long as their practices do not violate the laws of the land or call for anarchy. Some Gods naturally enjoy greater favor, with their portfolios aligning with the daily lives and ambitions of the people. Waukeen stands as the foremost deity throughout Amn, followed by Sune, who represents the Amnian love for status and appearance, and Chauntea, revered among the common folk who toil across the vast fields in the countryside.The world and you
It's important to remember that player characters make up less than ten percent of the total population. This small minority naturally stands out against the vast majority; ordinary people living ordinary lives. Most of the populace is engaged in farming, craftsmanship, trade, or other stable pursuits, valuing stability and consistency. For the average person, life is about adhering to societal norms, maintaining family traditions, and ensuring survival through well-established practices.Against this backdrop, most player characters are considered outliers, set apart usually by finding themselves in unusual or extraordinary circumstances whether by accident or choice, or their willingness to step beyond convention. Always keep in mind that although player characters can influence the world with time and effort, people continue to live their lives and perform their duties as they do and the rest of the world continues to turn, regardless of the players' actions or inaction. This means that the world is always alive, and NPCs' lives and perspectives need to be taken into consideration.