Port Amarin is an expansive trade 'town' (really, it's large enough to count as a city) that happens to be one of the largest trade ports of the Aletheian Empire. It manages a lot of trade with the Northern Continent of Iskaldhal, in addition to numerous sailors from other parts of the world who pass by in their travels. W At the docks, crews of sailors like to hang around with drinks ordered from the closest tavern, the Mermaid's Legs (the Legs to those who're too drunk to pronounce the full thing, short as it might be). Many ships pull into the docks daily, bringing a variety of cargo - food, drink, weapons, armour, and virtually everything else under the sun - as in addition to functioning as a trader and importer with outsiders, Port Amarin also serves as one of the major exporters of trade goods, particularly for the nearby elven and dwarven communities of Ilendras and Dhun Vulkulgar. Further out past the Mermaid's Legs, various shops can be found selling any variety of things, from poultry to minor alchemical items and potions - any sale of magical items, however, is strictly controlled by the town guard and only certified shops are allowed to sell them. As it's such a hassle, most stick to mundane items. Many religions practice in small temples, mostly a mix of wood and stone, in Port Amarin, with a few low to mid level clerics healing the townsfolk and occasionally helping out in the town guard. Paladins aren't common, but a few do exist in the town guard (or rarely as vigilantes). There are three main churches used by the townsfolk and visitors alike - the Church of Abadar, providing luck to those wishing for fortune and trade, the Chapel of Gozreh, to pray for the sea's grace, and the Church of All-Worship - a rare entity providing a forum for all to celebrate their gods. None of these specifically ban arcane casters, but the last once strictly forbid any show of arcane magics inside its halls, and had been known to forcibly remove spellcasters who prayed to certain gods such as Yuelral. Their policy was changed after the strange attack that led to the deaths of an entire congregation and an adventuring drow known as Kazric, and the possession of Captain Lilan. One of the few survivors of the attack, a samsaran oracle named Jinne, helped with the church's cleansing and was nominated to lead the clergy until Celesthem Temple could send assistants. Under her guidance, the previous arcane bias was eliminated and replaced with a sense of melancholy for the fallen.
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