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Unapproachable East.pdf - The Forgotten Realms

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Most travelers enter Thay through one of five major<br />

routes. In the north, those following the Golden Way come<br />

first to the port city of Surthay on the southern shore of Lake<br />

Mulsantir. Traditionally, travelers ride or walk the Long<br />

Portage from Surthay up to the top of the Plateau of Thay.<br />

<strong>The</strong> River Thay is one of the great highways of the land, and<br />

slave-pulled barges ferry goods and passengers from the First<br />

Escarpment to Lake Thaylambar. Once on the lake, it’s an<br />

easy voyage to Eltabbar, the capital city, located on the southwestern<br />

shore.<br />

In the southeast, travelers forge their way up the River<br />

Thazarim to the First Escarpment. An old Mulhorandi road<br />

leads through the gorge of the Thazarim and meets a track<br />

bound for Pyarados. From there, one can either take the path<br />

along the Sunrise Mountains to Lake Thaylambar, or go by<br />

the well-maintained <strong>East</strong>ern Way to Tyraturos, then north<br />

along the High Road to Eltabbar. Few people enter Thay by<br />

this route, as the tharch of Thazalhar is a desolate and forbidding<br />

land, plagued by restless undead and hungry monsters<br />

from the mountains.<br />

Most people bound for Thay put in at the great port of<br />

Bezantur, one of the largest cities along the Sea of Fallen<br />

Stars. <strong>The</strong> High Road leads straight north through Tyraturos<br />

to Eltabbar. <strong>The</strong> Thayans expect visitors to enter by this<br />

route, so inns and taverns catering to foreigners are common<br />

along the High Road—as are spies and agents of the Red Wizards,<br />

who keep a close eye on folk of other lands.<br />

In the past, armies seeking to invade Thay have come by<br />

way of the River Lapendrar. <strong>The</strong> Lapendrar itself is not navigable<br />

past the First Escarpment, as a waterfall tumbles over<br />

the edge of the Plateau of Thay, preventing passage. However,<br />

the gorge of the River of Sorrows is one of the broadest and<br />

most gentle ascents of the First Escarpment, at least for travelers<br />

on foot. When Halacar of Aglarond led his ill-advised expedition<br />

into Thay a century ago, this was the route he chose.<br />

Lastly, some prefer to sail up the River Umber to Nethjet,<br />

located on the eastern side of Lake Umber. From here,<br />

one can follow the <strong>East</strong>ern Way until it meets up with the<br />

High Road at Tyraturos, then head north to Eltabbar. Monsters<br />

haunting the passage through the Dragonjaw Mountains<br />

Thay is filled with these small fortresses. Each houses a garrison<br />

of thirty to fifty gnoll or human warriors, ready to put<br />

teeth into the implied threat each visitor faces when accosted<br />

by the tax collectors.<br />

Tax stations stand not only at the edges of Thay, but also<br />

at the border of each tharch and at every other point along<br />

which people are likely to pass. <strong>The</strong> revenues collected help<br />

to fund the tharchs, one of the reasons for Thay’s excellent<br />

public services. Taxes vary greatly from tharch to tharch,<br />

not to mention from station to station. <strong>The</strong>y are rarely<br />

exorbitant, as the tharchions don’t wish to discourage traf-<br />

THAY<br />

151<br />

make this route somewhat dangerous, and the Nethjet end of<br />

the <strong>East</strong>ern Way is poorly maintained, a magnet for gnoll<br />

brigands and similar undesirables. Folk from northerly lands<br />

along the Inner Sea find this a faster but more dangerous<br />

route than the long walk up the Golden Way to Mulsantir<br />

and Surthay.<br />

In addition to the natural defenses of Thay, a number of<br />

small citadels sprinkle the slopes of both the First and Second<br />

Escarpments. <strong>The</strong>se well-built stone structures ostensibly keep<br />

out enemies, but in truth, they are home to patrols of humans<br />

and gnolls who spend more of their time keeping Thayan<br />

slaves in. Most roads on the Plateau itself (especially the <strong>East</strong>ern<br />

Way and the High Road) are impeccably maintained.<br />

Raised a few feet above the surrounding land, they are covered<br />

with an alchemical tarmac for durability and ease of use.<br />

Work crews constantly repair the roads, keeping them in nearperfect<br />

shape. Small fortresses known as tax stations line the<br />

roads and appear at all other points of entry into Thay.<br />

<strong>The</strong> Alaor<br />

Tax Stations<br />

<strong>The</strong> Alaor comprises two islands off the southern coast of<br />

Thay, where the Wizards’ Reach meets the Alamber Sea.<br />

While this is the smallest of the eleven tharchs, its position<br />

makes it one of the most vital. <strong>The</strong> bulk of the Thayan navy<br />

is housed here, along with the primary Thayan shipyards.<br />

<strong>The</strong> principal harbor of the Alaor is an expansive cove<br />

guarded by a sea-arch. In the rock of the headlands lies a network<br />

of sea caves large enough to hide an entire fleet. <strong>The</strong><br />

rugged islands have no other good landing spots or sheltered<br />

bays, which is one reason no other country thought to use<br />

them as a naval base.<br />

Tharchion <strong>The</strong>ssaloni Canos (LE female human Ftr17)<br />

commands the tharch; the evoker Mur Vhol (N male human<br />

Evo7/Red5) assists her, supervising the various magelings assigned<br />

to the tharchion’s fleet. Over 15,000 souls call this<br />

tharch home, including sailors. <strong>The</strong> fleet consists of a dozen<br />

slender, deadly dromonds, powerful galleys each crewed by<br />

over one hundred well-armed warriors and twice that<br />

number of slave rowers. Each warship carries a pair of<br />

fic through their territories. <strong>The</strong> amount ranges from as<br />

little as 2 cp to as much as 1 gp. Guards also check for<br />

passes or traveling permits while they collect the coins, and<br />

folk abroad without the proper documentation are usually<br />

jailed on the spot.<br />

<strong>The</strong> tax stations also keep the slave population under control.<br />

Few slaves have any money, and those who try to pose<br />

as Thayan citizens are sure to run into problems without<br />

cash. <strong>The</strong> fees may not be that high, but they must be paid.<br />

<strong>The</strong> station’s soldiers do their utmost to make tax evaders see<br />

the error of their ways.

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