Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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into the rock, highlighting the difficulty of challenging Thay<br />
on its own turf. In fact, the escarpment was one of the reasons<br />
the wizards of Thay were able to fight off their Mulhorandi<br />
overlords during their war of independence. Even<br />
though the Thayans were disorganized and divided by vicious<br />
feuds, the Mulhorandi army had a devil of a time getting up<br />
and over those cliffs.<br />
<strong>The</strong> plateau itself is a naturally arid, rolling plain with occasional<br />
dusty mesas. Centuries ago, the Red Wizards crafted<br />
great weather-controlling spells to bring rain and moderate<br />
temperatures to this upland, and now vast tracts of former savannah<br />
are densely cultivated cropland. In the southern<br />
reaches of the plateau, every bit of land is put to use. Slaves<br />
tend the fields and orchards, planting and harvesting crops,<br />
felling timber, and picking fruit. Cotton and grain are the<br />
major crops, although citrus and olive trees and the occasional<br />
vineyard grow between the fields. Tax stations and the estates<br />
of noble Thayans and Red Wizards dot the land, along with<br />
small villages that sprout up around them. North of the<br />
Second Escarpment, the plateau is much less densely populated.<br />
<strong>The</strong> valleys of the rivers Gauros and Thay are heavily<br />
settled, but much of the rest is empty scrubland, inhabited<br />
only by goatherds, shepherds, and stonecutters.<br />
Nearly 3 1/2 million people live on the Plateau of Thay. Of<br />
these, about 2 1/2 million are slaves or the evil humanoids<br />
who guard them (mostly gnolls and orcs). Both slaves and warriors<br />
live in squalor in massive barracks. <strong>The</strong> Thayan economy<br />
depends on slaves, a constantly replenished source of cheap<br />
labor who are routinely worked to death under the watchful<br />
eyes of cruel overseers and guards.<br />
<strong>The</strong> Thayan merchant fleet ships surplus cotton, grain,<br />
olive oil, and citrus fruit all across eastern Faerûn. Thayan<br />
grain feeds Impiltur, Chessenta, and the Vast, as well as the<br />
cities of the Wizards’ Reach. <strong>The</strong> success of this trade led to<br />
the current strategy of exporting more valuable goods—<br />
namely, magic items—to other lands. Thayan merchants already<br />
knew the trade routes and had demonstrated for decades<br />
that Thay could be a successful trading partner.<br />
<strong>The</strong> entire plateau is impervious to scrying magic. <strong>The</strong> Red<br />
Wizards have set up an elaborate shield of overlapping<br />
wards that prevent such spying. Any spell with the scrying<br />
descriptor that targets a person or point within the First<br />
Escarpment fails automatically. Divination of other types<br />
usually works, but many Red Wizards screen their activities<br />
with additional defenses such as mind blank or nondetection.<br />
<strong>The</strong>se wards interfere with the Red Wizards’ own<br />
scrying spells as well, making it difficult for them to magically<br />
locate intruders. However, the patrols usually do a good<br />
job of watching.<br />
Guards both human and gnoll patrol the plateau in the settled<br />
areas, on the lookout for escaped slaves and foreign spies.<br />
Despite the opening of trade agreements with many nations,<br />
few foreigners spend much time in the Thayan countryside.<br />
Most are issued passes permitting travel to only one or two<br />
cities along a specified route.<br />
THAY<br />
154<br />
LAKE THAYLAMBAR<br />
Lake Thaylambar is the largest body of fresh water within<br />
Thay’s borders. It is wide, deep, and always cold, even in the<br />
middle of summer. Its waters feed the River Thay, which<br />
flows north to empty into Lake Mulsantir. Eltabbar, the capital<br />
of Thay, sits on the southwestern shore of Lake Thaylambar.<br />
Delhumide, the original provincial capital, once<br />
looked out from the northeastern shore, but it was destroyed<br />
in Thay’s war of independence.<br />
<strong>The</strong> fishing in Lake Thaylambar is wonderful. Large<br />
amounts of seafood from its depths find their way onto plates<br />
throughout the nation. <strong>The</strong> lake is not without dangers,<br />
though. Its depths are infested with dragon turtles that sometimes<br />
like to snack on fishing vessels. Over the years, the<br />
zulkirs have sent out hunting parties to thin their numbers,<br />
with limited success. Although these expeditions sometimes<br />
manage to find and kill dragon turtles, the hunters often<br />
become the hunted. On occasion, expeditions have been completely<br />
wiped out.<br />
However, last year one group of hunters managed to capture<br />
a dragon turtle alive. Brazhal Kos (LE male human<br />
Enc7/Red4), a powerful enchanter, devised a magic harness<br />
that enslaved the creature to his will. Kos has offered its services<br />
to Homen Odesseiron, the tharchion of Surthay. Assuming<br />
the Red Wizards can transport the creature, this would put<br />
the captive dragon turtle in Lake Mulsantir to contest Rashemi<br />
control of the lake. Brazhal Kos makes this offer expecting<br />
something in return, of course.<br />
RIVER THAY<br />
From Lake Thaylambar, the River Thay flows north toward<br />
Surthay and Lake Mulsantir, marking the boundary between<br />
the tharchs of Delhumide and Eltabbar. <strong>The</strong> vale of the Thay<br />
is heavily populated, a fertile plain supporting vast orchards<br />
of fruit trees more suited to cool weather than the citrus<br />
groves of the south, such as apples and cherries. <strong>The</strong> river<br />
itself is the principal highway to the northern marches of<br />
Thay, and numerous keelboats and barges ply its waters, towed<br />
by slave teams along the banks.<br />
Priador<br />
Tharchion Aznar Thrul, the zulkir of evocation, rules this<br />
tharch with an iron fist. Thay’s trade enclaves in other lands<br />
brings immense wealth into Bezantur, the tharch’s largest<br />
city. Thrul has almost unlimited resources at his disposal, and<br />
there is little to stop him—other than the other zulkirs, that<br />
is. Thrul derided the notion of selling magic items early on<br />
when Thay was establishing the enclave system, so he has<br />
reaped little of the enormous profits of the Guild of Foreign<br />
Trade. <strong>The</strong> zulkir simmers over the lost opportunity. He believes<br />
a hefty cut of the Guild’s take is due him as the tharchion<br />
controlling Bezantur, and he is considering how to