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Geography

Faerûn and Toril

Faerûn (Fay-ROON) is the western portion of a vast northern continent on the planet Abeir-Toril (Ah-BEER Tor-RILL) — usually just called Toril. The archaic name means "cradle of life" and is rarely used in everyday speech.

Toril is an Earth-sized planet dominated by a large continent in its northern hemisphere with a number of other large landmasses scattered across its surface. The northern continent is called Faerûn in the west, Kara-Tur in the east, and Zakhara in the south.

The Amn Survival Guide concerns itself with the region in Faerûn between the Sea of Swords and the Inner Sea, and more particularly the country named Amn.

The Sword Coast

For years, the lands between Waterdeep (far north of Baldur's Gate), bustling Amn to the south, the Sea of Swords to the west, and the Wood of Sharp Teeth to the east have been thought of as the Empty Lands — a vast wilderness folk venture into only to get from one place to another. Legends abound of grisly fates befalling unfortunate travellers at the hands of orcs, trolls, hobgoblins — and worse — said to infest the area in veritable armies.

In recent times the caravans have seen a new menace: raiding parties of humanoids who plunder mainly the miners in the Cloud Peak Mountains north of Amn. Thanks to both human and bestial predators the trip has always been dangerous — hence the name Sword Coast.

The area is littered with the ruins of failed dreams, abandoned villages, empty towers and dungeons, as well as the occasional town, city, or keep — Baldur's Gate, Beregost, Durlag's Tower, Athkatla, and Trademeet.

Amn — the Merchant Kingdom

In Amn, the northernmost of the Empires of the Sands, wealth is prized above all else. Merchant trade drives Amnian society — the people are given to ostentatious displays of riches in their clothing, homes, and frequent feasts. Obvious affluence is the key to improving and maintaining one's station in the Merchant Kingdom, as Amn is commonly known. Here everyone truly believes that money is the root of all power, and the kingdom seeks to dominate the Realms through its trade and economic influence.

Magic is regarded with suspicion

The Amnian authorities regard mages and the practice of magic with dark suspicion that can easily turn to open hostility. The wise wizard exercises the utmost discretion while travelling through these lands.

Recently Amn was brought to the brink of war against its northern neighbour, the city of Baldur's Gate. Fortunately the machinations of Sarevok, a mortal offspring of Bhaal, were thwarted. War was averted, but relations between the two states remain strained.

A low profile is best for mages here... I myself travel incognito through the Merchant lands — no easy task for one as famous as I!

— Volo

Even I would hesitate before breaking the Amnian moratorium on unregulated spellcasting.

— Elminster

Key settlements

  • Athkatla — the capital city of Amn.
  • Suldanesselar — the elven city in the trees of Swanway's Glade.

Source: bg2ee/original_manuals/baldurs_gate_2_ee_amn_survival_guide.pdf — "Overview of the Realms: The World of Baldur's Gate", "The Sword Coast", "Amn".