In this iteration of TDN, I feel like there's a lot of hammering in of the negatives of the setting. It's war-torn, it's oppressive and intolerant, it's dangerous, the weather is consistently terrible, taxes are punitive, and trade is stagnant with all the monopolies and closed roads. It's reinforcing the tone of the setting, which is all well and good, but it's all stick, no carrot. There's a wider world beyond what's represented in the module, and many places sound like they're doing far better. It stretches credulity why, outside of selfless or specific reasons, foreigners would come to the region, and more important, why foreigners and locals with the means to leave would stay, especially mages and clerics.
The positives of the setting need to be reinforced, too. Selûne is the main religion in Murann, but the locals are depicted as overwhelmingly xenophobic and intolerant in direct opposition to the dogma. This is also a setting where an absent-minded or tired mage/cleric could cast a cantrip in the wrong place by mistake, cause no great harm, and be executed for it. Magic is known to be unreliable and dangerous in the setting, yes, but in the real world, well-trained people working with deadly things like high explosives and volatile chemicals still make similar mistakes. Probably very few people would volunteer to work with those in a country where, on top of the inherent danger, any safety violation carried the death penalty. It's difficult to imagine a spellcaster with any sense of self-preservation choosing to remain in the region. There should be more IC incentives to counterbalance the negatives.
Speaking of riches, Amn is the Merchant's Domain and was traditionally a wealthy trade-centred country, but the currency being in silver means that the richest PCs right now have hundreds of gold, which, setting aside inconsistencies in the FR economy, really doesn't paint the picture. The region must surely have some specific riches and unique opportunities found in few other places to draw in adventurers.
The positives of the setting need to be reinforced, too. Selûne is the main religion in Murann, but the locals are depicted as overwhelmingly xenophobic and intolerant in direct opposition to the dogma. This is also a setting where an absent-minded or tired mage/cleric could cast a cantrip in the wrong place by mistake, cause no great harm, and be executed for it. Magic is known to be unreliable and dangerous in the setting, yes, but in the real world, well-trained people working with deadly things like high explosives and volatile chemicals still make similar mistakes. Probably very few people would volunteer to work with those in a country where, on top of the inherent danger, any safety violation carried the death penalty. It's difficult to imagine a spellcaster with any sense of self-preservation choosing to remain in the region. There should be more IC incentives to counterbalance the negatives.
Speaking of riches, Amn is the Merchant's Domain and was traditionally a wealthy trade-centred country, but the currency being in silver means that the richest PCs right now have hundreds of gold, which, setting aside inconsistencies in the FR economy, really doesn't paint the picture. The region must surely have some specific riches and unique opportunities found in few other places to draw in adventurers.