Page 46 - D&D - Player's Handbook
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NOTE TO THE OM: MAKING THE REALMS YOURS Roaringhorn; and most coin and business eventually
The information in this chapter is intentionally nonspecific passes through the hands one of those houses or its
with respect to threats, monsters, and statistics. While intermediaries. When Amphail joined the Lords' Alli-
you can use these details to flavor your descriptions of the ance, these three houses were the loudest and most
towns and cities your players might visit, you should in no influential voices, and now control the rulership of
way consider these pieces of narration definitive. They're the town, with the controlling family changing each
meant to provide touchstones, not to constrain your play- Shieldmeet. The current Lord Warder is Dauner Ilzim-
ers to a narrow conception of the world. mer, who speaks for the town to the Lords' Alliance.
You might decide to change some of the details, either
to surprise your players or to account for events that have House Amcathra has yet to choose its successor for
transpired since they obtained the information herein. next Shieldmeet. Houses Jhansczil and Tarm have
You're encouraged to take what's presented here and make smaller breeding concerns in the area, and House
it, and the Forgotten Realms, your own. Eagleshields has holdings near Amphail that it uses to
continue its long tradition of caring for unhealthy ani-
more rambunctious offspring to unleash some of their mals from nearby farms, and offers fine tack and other
destructive tendencies without harming the family's rep- gear for sale.
utation in proper society. As a result of being a member Among the common folk, the Oglyntyr family has the
of the Lords' Alliance, Amphail is the equal of such largest and oldest cattle and horse farm in Amphail,
great cities as Neverwinter and Baldur's Gate in matters and supplies some of the finest Amphail grays (loyal,
that concern the other powers of the region, despite its intelligent steeds favored as personal mounts) to nobles
clear inferiority in size and strength. and travelers in the region. A new family, not noble
Amphail's sovereignty means that, although patrols but possessing much wealth, has purchased the old
from the Waterdeep City Guard sometimes ride north to Baldasker ranch. We suspect that the Hemzar family,
check on matters in Amphail, the only true authority in who were unknown in either Amphail or Waterdeep
the town is the will of the noble families that control it. before the purchase, like most of the mysterious matters
The primary business of Amphail is horse ranching, and in Amphail, may have the secret backing of one noble
the town is a fine place to find replacement mounts, and house or another.
all manner of tack, bridle, feed, and other goods neces- My contacts say the Oglyntyrs have petitioned the
sary to keep up one's horse. Most farms have farriers, or Ilzimmers to help crush this upstart business, a move
at least hands that can swiftly shoe a horse, and spare that they are considering. I visited the Hemzar ranch,
shoes all but litter the town. and I'd consider such a move inadvisable. A large family
Visitors to Amphail often get a polite admonishment of Tashlutar descent, they seemed capable and confident
to "mind the high born" or "ware silver saddles" from of their position, despite my warning. I wasn't allowed
the locals, but those who ignore such warnings should the opportunity to explore the property fully, but I
expect no help if they get into trouble with the nobility. did note signs that the Hemzars are prepared to rear
Amphailans are by their nature suspicious of and quiet and train far more dangerous beasts than horses and
around folk who openly display wealth or status, having cattle. I was then tempted to warn the Oglyntyrs, but
learned early in their lives that nobles are folk who that family can be as odious as the worst nobles. These
like to throw their weight around, to the detriment of things tend to sort themselves out.
anyone nearby without enough coin or a grand enough The noble families ofWaterdeep who send their chil-
title to stand up to them. I find that these common folk dren to Amphail, or allow them to go there, hope that
are ideal sources of information about the very people their sons and daughters will learn some lessons about
they distrust. life while away from Waterdeep. If they are going to
For their part, the young nobles that litter the town cause damage or hurt feelings in the process, at least
seem to make mischief mainly because they can. The they will do so far away from the watchful eyes of the
feuds and rivalries that would generate only carefully other nobility of the city. To the young nobles, there is
worded insults in the city can escalate into brawls no one in Amphail of any real consequence who might
when these miscreants are far from the watchful eyes be permanently harmed by any improprieties. They also
of their parents. Duels have long been prohibited by believe there is no one of note nearby to hear these hot-
mutual agreement, due to the blood feuds they pro- headed youngsters issue their boasts and proclaim their
voked in the past, but hands often drift to sword hilts schemes- I have tnore than once learned of a threat
when heated words are exchanged. Nearly every other simply by listening to children of different houses brag
sort of noble indiscretion is foisted on the residents of to one another about matters that were meant only for
Amphail. Those who suffer property damage or worse the family.
at the nobles' hands are forced to forgive the offense Aside from the excesses of its nobles, Amphail is a
in exchange for the application of coin or a promise peaceful town, with the threat of full-scale retaliation
made in the transgressor's name (suggesting that the from both Waterdeep and the Lords' Alliance casting
youngster's relatives will handle any obligations). Some a long, dark shadow over any plans to disturb matters
businesses survive entirely by bringing the comforts of there. The nobles of Waterdeep have heavy purses,
Waterdeep to Amphail, creating gathering places where and are willing to spend as much coin as necessary
young nobles can feel at home. to protect their favored playground- and to punish
The three greatest families with significant inter- anyone that might disrupt their control over it. The
ests in Amphail are Houses Amcathra, Ilzimmer, and only thing the nobles don't seem to be able to spend
CHAPTER 2 I THE SWORD COAST AND THE NORTH

