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====[[The Lands of Intrigue]]==== South of the [[Sword Coast]] and [[Baldur's Gate]] is basically Faerûn's slice of [[Al-Qadim|Zakhara]]. Long ago the [[Genie]] lord Calim swept into the area with his lackeys and created his slave empire. Eventually, his [[Genie]] generals tried to take a slice of Calim's pie for themselves, resulting in a brief war that absolutely ended with the local angry tree-hugging elves High mages Fusing much of the Genie across the nation into a giant floating crystal, taking care to also shatter Calim's and his former head righthand, Memnon, minds across the land, but transforming the surrounding area into a desert as a byproduct. and then the elves pat themselves on the back and called it a day instead of finishing the job like they usually do. After their master was imprisoned, the humans created their own empire of [[Calimshan]], with eventually the land of Tethyr rebelling for independence, resulting in the merchant nation of [[Amn]] also getting some breathing room. Amn the northern plutocratic nation of trade ruled by a council of once 6 now 5 wealthy families. Ships from every land on Toril make port in Athkatla, the city of a coin whose marketplace is twice the size of [[Waterdeep]]s. From magic items to your [[slavery|kidnapped grandma]] this is the best place to find, buy and sell those kinds of things. Wealth is expected to be flaunted and the only major government setback to committing most crimes is paying a fine for getting caught. The only death penalty is being an Arcane caster who has not paid the secretive Cowled Wizards' steep membership fee. In the south, not so obsessed with acquiring wealth as Calimshan receives about as much trade as Amn. Like Amn, wealth determines power in Calimshan movement class hierarchies, with the Syl-pasha, the "chief guildmaster" of the city of Calimport being usually the most important. Calimshan is defined by how prevalent magic is in everyday life and sees itself as the greatest of nations as they accept and are willing to evoke any and all gods in the Faerûn pantheon and have at least one still working temple dedicated to each one. Nothing can go wrong when a public temple to [[Tyr|Ty]][[Lawful Stupid|r]], [[Bhaal|Bha]][[Murderhobos|al]], and [[Cyric|Cy]][[Stupid Evil|ric]] are in the same city. Sandwiched between the two nations is the kingdom of Tethyr. The Spanish Constitutional monarchy, with landholding being important with gods that enrich it the most important. Tethyr's history has long been defined by the many secret coups and the peasants' viva la revolutions. Muranndin is a nation of monsters and bandits that carved its place between Tethyr and Amn, just south of the Small Teeth mountain range, in 1371 DR. The Great Mur has only nominal control over the chieftains and bandit lords, who spend their time raiding the neighbouring contries and each other. Cape Velen used to be a duchy of Tethyr, but declared indepence after getting cut off from them by Muranndin several years prior. Ghost sightings are super common here, to the point that the locals just ignore them entirely.
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