Some Quick Links


If you want to go to the very first post on the Atlas of Ice and Fire, click here.

Some other useful links:

Malazan Book of the Fallen Atlas.

Wheel of Time Atlas.

Forgotten Realms Atlas.

Nations of the Forgotten Realms.

How big is the world anyway?

The Size and Extent of Westeros (revised) and The Size and Extent of Essos, Sothoryos and Ulthos (revised).

A Political Map of the Known World.

Terra Incognita: Beyond the Known World.

The Population of the Seven Kingdoms and The Population of the Free Cities.

Unreliable Timelines and Confused Dates.

A Song of Lines and Latitude.

Wonders Made by Man and The Seven Natural Wonders of the Known World.

Historical Map 1: The Dawn of Days and other Historical Maps.

Geographic Map 1: The Known World and other Geographic Maps.


Nations of the Forgotten Realms: The Full Guide

In this series I looked at each of the individual nations of Faerûn in turn, in alphabetical order. This series was based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A “master map” of the Nations of the Forgotten Realms series. Please click for a larger version.

Related maps of interest:

The full list of articles follows:

  1. Aglarond
  2. Amn
  3. Calimshan
  4. Chessenta
  5. Chondath
  6. Cormyr
  7. Damara
  8. Dambrath
  9. Durpar, Estagund & Var the Golden
  10. Erlkazar
  11. Evereska
  12. Evermeet
  13. Gundarlun, Ruathym, Trisk & Tuern
  14. Halruaa
  15. Hartsvale
  16. Impiltur
  17. Lantan
  18. Lapaliiya & Tharsult
  19. Luiren
  20. Luruar (The Silver Marches)
  21. Mintarn & Orlumbor
  22. Moonshae
  23. Mulhorand
  24. Murghôm & Semphar
  25. Narfell
  26. Nimbral
  27. Rashemen
  28. Samarach, Tashalar & Thindol
  29. Sembia
  30. Sespech
  31. Sossal
  32. Tethyr
  33. Thay
  34. Thesk
  35. Turmish
  36. Ulgarth and the Utter East (Parsanic, Doegan, Edenvale & Konigheim)
  37. Underhome (The Deep Realm)
  38. Unther & Threskel
  39. Waterdeep

Some more coverage of the Realms is to come in the future, with historical maps and a guide to some of the other regions of the continent.

Thank you for reading The Atlas of Ice and Fire. To help me provide better content, please consider contributing to my Patreon page and other funding methods, which will also get you exclusive content before it goes live on my blogs.

Nations of the Forgotten Realms 39: Waterdeep

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of the region surrounding Waterdeep. Please click for a larger version.
  • Ruler: The Lords of Waterdeep, represented by Open Lord Piergeiron Paladinson
  • Capital: Waterdeep (pop. 132,661)
  • Settlements: Amphail (600), Rassalantar (200), Tharqualnaar (517), T’Quession (240), Zundbridge
  • Population: 1,347,840 (64% human, 10% dwarf, 10% elf, 5% halfling, 5% half-elf, 3% gnome, 2% half-orc, 1% misc.)
  • Population Density: 21 people per mile² (8.41 people per square km²)
  • Area: 61,853 miles² (160,198.53 km²) – very approximate area of influence
  • Military: The City Guard (inc. the Griffon Legion), the City Watch, Force Grey, various mercenary and adventuring companies, the clergy of Tempus, a formidable number of resident powerful mages and clerics
  • Languages: Common, Chondathan, Dwarven, Elven, Gnome, Halfling, Illuskan
  • Religion: Baravar Cloakshadow, Deneir, Gond, Lathander, Mielikki, Mystra, Oghma, Selûne, Sharess, Siamorphe, Silvanus, Sune, Tempus, Tymora, Tyr
  • Exports: Ale, arms, cloth, fish, furnishings, leather goods, pottery, refined metals, finished goods
  • Imports: Grain, livestock, leather, ore, timber, exotic goods from other lands
  • Sources: Waterdeep and the North (Ed Greenwood, 1987), The Savage Frontier (Jennell Jaquays, 1988), City System (Jeff Grubb, Ed Greenwood, 1988), Eye of the Beholder (video game, Westwood Studios, 1991), Eye of the Beholder II: The Legend of Darkmoon (video game, Westwood Studios, 1992), City of Splendors (Steven E. Schend, Ed Greenwood, 1994), Volo’s Guide to Waterdeep (Ed Greenwood, 1994), The North (slade, Ed Greenwood, Jeff Grubb, Julia Martin, Steven E. Schend, Jennell Jaquays, Steve Perrin, 1996), City of Splendors: Waterdeep (Eric L. Boyd, 2005), Environs of Waterdeep (Eric L. Boyd, 2006)


Waterdeep, the Crown of the North or, more famously, the City of Splendours, is the largest and grandest city-state on the north-western coast of Faerûn. Located at the meeting point of the Trackless Sea and the Sea of Swords, at the far southern end of the Sword Coast North (or the far northern end of the Sword Coast proper; cartographic blood has been spilt in the debate), where the North meets the Western Heartlands, the city is superbly placed for trade, defence, political influence and supply. The city also projects immense and unrivalled soft power over much of the north-western quarter of the continent.

Waterdeep lays no formal political claim to any land beyond its walls, but in practice the forty miles or so immediately surrounding the city is covered in farmland dedicated to feeding the city and supplying it with raw materials. The land for a further sixty miles beyond that is regularly patrolled by Waterdeep’s militia and aerial cavalry. The hamlet of Rassalantar and the larger village of Amphail are both defended by Waterdeep’s military and their economies depend on trade with the larger city, although they remain autonomous in terms of their civil governance. Waterdeep also maintains a garrison at Zundbridge to defend the mouth of the Dessarin from pirates and raiders. As many people live within Waterdeep’s sphere of protection as do in the entire kingdom of Cormyr.

Waterdeep is also the de facto head of the Lords’ Alliance, a formidable military, political and economic bloc dominating western Faerûn and acting as a bulwark to the ambitions of groups such as the Black Network of the Zhentarim, the Red Wizards of Thay and the Cult of the Dragon. Other members of the Alliance include Silverymoon, Baldur’s Gate, Neverwinter, Amphail, Berdusk, Elturel, Goldenfields, Gundarlun, Iriaebor, Leilon, Longsaddle, Mirabar and Sundabar. The founding of the kingdom of Luruar in 1369 brought the entire Silver Marches into the Alliance as well, including Everlund, Citadels Felbarr and Adbar, and Mithral Hall. Several nearby towns are not formal members of the Alliance, but had friendly ties to it, including the towns of Secomber and Yartar, the elves of Evereska, the kingdom of Cormyr and the island kingdom of Moonshae.

Waterdeep itself is an impressive sight, with the city located on the flanks of the mountain of the same name, rearing over the ocean. The city extends for around two miles along its longest axis and is surrounded by stout walls, not to mention the sheer cliffs and escarpments of the landward side of the mountain. The mountain forms the western boundary of the city, acting as something of a windbreak against the worst storms rolling in off the Trackless Sea. Deepwater Isle performs much the same task to the south. Castle Waterdeep, the centre of governance, is located on the south-eastern edge of the mountain, whilst the mountain peak is the home of the city’s griffons.

The city is divided into six districts: Sea Ward, North Ward, Castle Ward, Trades Ward, South Ward and Dock Ward. A seventh subdivision is applied to the City of the Dead, the city cemetery, which also doubles as a park and place of reflection. Deepwater Isle is sometimes named as an eighth subdivision, although it is reserved for military use. The floor of Deepwater Harbour is also home to a merfolk village (Tharqualnaar) and a sea elf settlement (T’Quession), both of which are formally allied to Waterdeep and help keep the harbour clear of aquatic threats.

Waterdeep is home to over 132,000 permanent residents and during the height of the trade season the population can swell immensely with an influx of merchants and visitors. During such times tent towns form beyond the city’s gates to provide additional accommodation. Requests to expand the city beyond the walls have so far been denied by the Lords for security reasons, although it is becoming something of a necessity to deal with the population increase.

Waterdeep has a legendary reputation for wealth, fairness and equality. The city goes to immense lengths to keep crime to a minimum, if not eliminated altogether. However, it is something of an open secret that the subterranean city of Skullport lies below Waterdeep, and is where the region’s criminal activity is centred. Fortunately, the scoundrels of Skullport spend so much time bickering and scheming against one another that their ability to hurt the people of Waterdeep proper is limited. Some believe a more organised thieves’ guild does exist both in and under Waterdeep, headed by a beholder named Xanathar (despite near-annual rumours of the beholder’s death), but this is unconfirmed, and may just be a rumour.

More disturbing is the colossal dungeon which lies below the city. Undermountain, the largest known dungeon in Faerûn, extends for many levels and thousands of feet into the Underdark below the city. The dungeon is the playground of the so-called Mad Mage, Halaster Blackcloak, but he mostly keeps his crazed interests to himself. The upper levels of Undermountain are considered safe enough for adventurers to explore without too much concern (the main entrance is even located in a popular bar, the Yawning Portal), but the lower levels are considered extremely lethal. The status of Undermountain is monitored by various worthies, including the city’s famed archmage, Khelben Arunsun, the Blackstaff, but far from putting off visitors and migrants, the dungeon seems to attract them.


The site where Waterdeep stands today was, of old, part of the great elven realm of Illefarn. Founded in 22,900 BDR (Before Dalereckoning), Illefarn extended down the far north-western coast of Faerûn, including the then-forested flanks of the single mountain in the area. In 17,600 BDR, the Sundering took place and the modern coastline was formed. Illefarn was plunged into the Crown Wars (12,000 – 9000 BDR) which afflicted the six Great Elven Empires, resulting in the destruction of four of them (Aryvandaar, Miyeritar, Shantel Othreier and Ilythiir). Only Illefarn and Keltormir far to the south (in the forests of Tethir and Mir) survived.

Illefarn suffered severely during the Crown Wars, being defeated by its eastern neighbour of Aryvandaar and undergoing occupation. After the end of the Crown Wars, Illefarn underwent a renaissance of power. This led to the decision to found a new capital city, Aelinthaldaar, in 8500 BDR. Aelinthaldaar grew to impressive size and became surrounded by a mythal, which encompassed the entire mountain and city around it, preventing the mountainous plateau from collapsing despite mining activities below the surface.

In 1288 BDR, a shield dwarf explorer and prospector named Melair visited Aelinthaldaar and petitioned the Coronal to be allowed to explore the area under the mountain for rare minerals. The Coronal agreed and Melair discovered significant deposits of mithral. The elves and dwarves came to an agreement for the dwarves to mine the mountain and the elves would sell their goods on. The mountain became known as Mount Melairbode and within a few centuries was all but hollowed out, as the dwarves of Clan Melairkyn mined out substantial quantities of mithral and other metals.

In 1100 BDR the Coronal called the Great Retreat, ordering all the citizens of Aelinthaldaar to leave the city for Evermeet. In an impressive feat of High Magic, the city was apparently dissolved into nothing, leaving behind no trace it had ever existed. The dwarves were left to mine the mountain alone. The elves did leave the mythal intact, however, lest the dwarves’ delving cause the entire plateau to collapse.

The capital was abandoned and Illefarn effectively dissolved, although some nearby elven sub-kingdoms decided not to follow the call and remained behind. Most notable were Ardeep, Iliyanbruen and Rilithar. Remarkably, the remaining elves and dwarves in the region would later (around 342 DR) ally and found a new or successor kingdom also called Illefarn, which would encompass later realms such as Phalorm.

Around 1088 BDR, the first humans settled the area, with formerly nomadic tribes settling the bay. The fortunes of these tribes would wax and wane considerably, with them sometimes establishing fairly significant towns only for them to be swept away by an orc horde or civil war and the area left uninhabited for years or decades before a new settlement was established.

Around 800 BDR, the Netherese established an outpost in Mount Melairbode with the permission of the dwarves (as part of Netheril’s alliance with both Illefarn and Delzoun, the greater Shield Kingdom of the North). Sargauth Enclave was used as a base of operations for magical experimentation in the safety of the underground vaults. When Netheril collapsed in 339 BDR, the resulting chaos in the Weave resulted in Sargauth’s supporting pillars failing and the underground city being destroyed. The thirteen most powerful mages of the enclave survived, after a fashion, as their skulls were converted into magical, free-floating entities, later called the Skulls of Skullport.

In 34 DR, a combined army of drow and duergar invaded Mount Melairbode and routed the dwarves, forcing them into the deeper levels. By 211 DR the dwarves had been forced out of the mountain altogether, and the drow claimed ownership of the dwarf-halls instead, which they named Kyorlamshin.

In 168 DR, the mysterious and ancient mage known as Halaster arrived at the foot of Mount Melairbode and founded a holdfast. Using the holdfast as a base, he struck into the mountain to explore its secrets. The drow grew annoyed by his intrusions and tried to kill or enslave him, but failed miserably; Halaster’s magic was far too powerful and soon all the drow of Kyorlamshin were dead, mad or ensorcerelled puppets of the mage.

By 307, Halaster had effectively moved into the mountain and abandoned his holdfast, which fell into ruin (today the Yawning Portal Inn stands on its site). As he explored further into the dungeon, he populated the levels with various monsters to study them in this unusual habitat. He eventually disappeared into the lowest levels of the mountain, reappearing usually only to deal with intruders or those who vexed him, such as the Guild of Naturalists of the elven empire of Cormanthyr, who started investigating the dungeon themselves in 658, stealing monsters away to study them. Halaster retaliated by kidnapping elf-mages to experiment on. When the Guild stopped invading his territory, Halaster ceased retaliating. The elves may have taken stronger action to recover their missing mages, but this was precluded by the destruction of Cormanthyr and its capital, Myth Drannor, in 714.

In 472, Ulbaerag Bloodhand united the human tribes in the vicinity of Mount Melairbode and founded a primitive castle overlooking the harbour, with the first proper palisades built around it. This expanded into a small village. In 882 Nimoar the Reaver then invaded the area, capturing the castle and village, which he renamed Nimoar’s Hold. The Hold resisted several attacks by orcs, rival tribes and pirates and expanded, with the first stone buildings being erected. The mountain had become known as Mount Waterdeep and the bay as Deepwater Harbour. “Waterdeep” became an established nickname for the Hold by the early 10th Century.

In 932 the First Trollwar saw vast numbers of trolls spread down the Dessarin River Valley from the Evermoors, bringing death and destruction in their wake. Nimoar led a retaliatory strike which seemingly eliminated the threat. However, the Second Trollwar (940-952) proved much more devastating and displaced thousands of refugees down the Dessarin, many of them settling in Nimoar’s Hold. They were followed by the powerful wizard Ahghairon of Silverymoon, who settled in the Hold in 952 and was soon named the first Archmage of the town.

Under Ahghairon’s guidance, the town fortified Deepwater Isle and accepted the founding of a temple to Lathander, which brought many worshippers of the Morninglord to the nascent city. By 1010 the city had constructed its first stone walls and exceeded Silverymoon in size. It was formally renamed Waterdeep by this point, with Lauroun as its first Warlord and Ahghairon as the first Archmage.

Lauroun died in combat with the Black Claw orc tribe in 1026 and her deputy, Raurlor, became Warlord. In 1032 Raurlor decreed the founding of the “Empire of the North,” and ordered Waterdeep’s army to prepare for a war of conquest. Instead, Raurlor was summarily executed by Ahghairon, who took over direct governance. Ahghairon proclaimed that wisdom, temperance and reason would rule Waterdeep, not aggression and greed. Ahghairon then created a council known as the Lords of Waterdeep to help him rule, with the other Lords’ identities kept completely secret.

In 1235, the city withstood siege for several months as the Black Horde of orcs overran much of northern Faerûn. The orcs were unable to breach the walls and the city remained resupplied by sea and magical means. The orcs eventually fled before they starved themselves. During the siege, the city’s defenders tamed the griffons of the mountain and used them for reconnaissance, leading to the formal establishing of the city’s Griffon Cavalry.

In 1246, the wizard Kerrigan, a masked Lord of Waterdeep, tried to seize control of the city. He was defeated by Ahghairon. In 1248 the Guilds of Waterdeep were founded to regulate trade in the city.

Waterdeep expanded enormously in this time, spreading along the mountainside and then out onto the northern fields. Its economy boomed, as did its political power. However, there was grumbling and discontent over the government structure, especially from the Guilds. In 1256, when Ahghairon died of old age, the Guildmasters launched a coup. They identified and killed the Secret Lords, though two – Baeron the woodworker and Shilarn the wizardess – survived and went to ground. The Council of Guildmasters ruled for six years before turning on one another, unleashing the Guild Wars in 1262. When the dust settled, the two surviving Guildmasters – Lhorar Gildeggh of the shipwrights and Ehlemm Zoar of the gemcutters – proclaimed themselves the Lords Magister.

The Magisters’ rule was unpopular. Lawlessness increased and Waterdeep’s reputation turned sour, with cities like Neverwinter and Baldur’s Gate benefiting from increase trade as merchants chose to avoid the chaotic city. The Shadow Thieves gained a toehold in the city at this time as well.

Baeron and Shilarn returned in 1273 and slew the Lords Magister. They refounded the Council of Lords, but enlarged it and recruited more widely from all ranks of the city. By 1276 the council had expanded to sixteen lords, with Baeron as the Open Lord. The city had also opened talks about a formal alliance with Tethyr, but the talks were constantly sabotaged with numerous deaths of Tethyrian nobles and even one king. A Waterdhavian noble was eventually found to blame and was executed.

The Lords of Waterdeep restored honour and integrity to the city, but rooting out the lawlessness took longer. Lhestyn, daughter of Baeron and Shilarn, infiltrated and destroyed the Shadow Thieves in 1298. Baeron died in 1308 and Lhestyn became Open Lord. She in turn died in 1314 and was succeeded by Piergeiron Paladinson, a young and intelligent officer of the City Watch. Piergeiron maintains his position to this day.

In 1306 the famed adventurer Durnan founded the inn known as the Yawning Portal in Waterdeep, sponsoring expeditions into Undermountain in search of treasure and ancient knowledge. In 1312 Durnan founded the Red Sashes as a vigilante group to keep peace and order in Waterdeep when the City Watch failed to do so.

In 1322, Khelben “Blackstaff” Arunsun became the Archmage of Waterdeep. A powerful wizard and known ally of Elminster, the Old Sage, Khelben would single-handedly save Waterdeep from magical plots many times over the next five decades, and commission adventurers to help defend the city many more times. In 1357 Khelben would rescue Laeral Silverhand of the Seven Sisters, who had been cursed to madness by a magical item known as the Crown of Horns. Laeral would take up residence in Blackstaff Tower, providing Waterdeep with a second mage of absolutely formidable power (adding to the dozens more of middling and impressive power residing in the city at any one time).

In 1358, Faerûn was struck by the Time of Troubles, when gods walked the Realms as mortal avatars. Waterdeep initially sat out the crisis, but as it approached its climax it became clear that Ao, Overgod of Realmspace, had established a Celestial Stairway atop Mount Waterdeep. Ao’s decree was that the Godswar would continue until the missing Tablets of Fate were returned to him. The adventurers Midnight, Kelemvor and Cyric recovered the Tablets of Fate and defeated the undead legions of the God of Death, Myrkul, who sought to stop them in Waterdeep (Bane, Bhaal and Myrkul had stolen the Tablets themselves, precipitating the crisis, and paid the price). The three companions succeeded, but Cyric betrayed his companions and (apparently) slew Kelemvor to seize one of the Tablets to present to Ao. Ao restored normality to the Realms, raising Cyric to godhood to replace Bane, Bhaal and Myrkul and Midnight to replace the slain Mystra.

The death of Myrkul – who fairly spectacularly exploded in the skies over Waterdeep – resulted in strange and bizarre happenings being reported in the city for some considerably time afterwards until his magical essence finally dissipated.

Shortly after the Time of Troubles ended, Khelben Arunsun hired an adventuring party to investigate rumours of a thieves’ guild operating in the sewers of Waterdeep. The party slew the beholder known as Xanathar, apparently ending the threat. However, within a few months the guild was operational again, with another beholder taking up the name of Xanathar.

The same adventurers were later dispatched to investigate the disappearance of one of Khelben’s agents as she investigated the mysterious Temple Darkmoon. The adventurers discovered a draconic priest raising an army in the temple and slew him, with Khelben later destroying all trace of the temple himself. In 1363 Waterdeep then allied with Daggerford to defeat an army of monsters out of Dragonspear Castle.

The discovery of the western continent of Maztica in 1360 sparked interest in Waterdeep. By 1365, Waterdhavian adventurers had established their own colony called New Waterdeep north of the native kingdom of Kultaka, with which it attempted to forge good ties. New Waterdeep proved successful enough to spawn a second colony, Trythosford, within a couple of years.

In 1368-69, Waterdeep lent military and supply support to Zaranda Rhindaun in her attempt to restore order to Tethyr. Her Reclamation War was successful. By the end of 1369, Waterdeep had established strong trade and political alliances with both Tethyr and Moonshae, following a state visit by Queen Alicia Kendrick.

Also in 1369, Waterdeep played a key role in the defeat of Iakhovas the Taker, after his war against the undersea nations of Faerûn had raged across the Inner Sea and then, via portal, into the Trackless Sea.

A map of the city wards of Waterdeep. Please click for a larger version.


Waterdeep is ruled by a sixteen-member council known as the Lords of Waterdeep. The council, controversially, keeps all but one of its members a secret. The methods by which the Lords are chosen are unknown, but the Lords are believed to represent every social strata of the city, from nobles to commoners, usually with representation from the guilds, the City Watch, the clergy and the mages.

Since an attempted coup a century ago where the Lords were assassinated, the identities of the Lords are kept secret by magical means – notably the Lords’ Helms that all members wear in public which obscure their faces – and augmented by a bewildering array of rumours, misdirection and flat-out lies, to the point where each the number of rumoured lords outnumbers the actual council by at least ten-to-one at almost all times.

The remaining post on the council is made up of the Open Lord, whose identity is known publicly and who speaks on behalf of the council, negotiates with foreign emissaries and directs the defence of the city in times of trouble. The current Open Lord, Piergeiron Paladinson, a paladin of Tyr, is hugely respected for his political skill, military leadership and sense of civic duty.

In addition to the Lords of Waterdeep, the city Archmage commands tremendous respect and authority. The current Archmage, Khelben “Blackstaff” Arunsun, is one of the most famed mages in all of Faerûn. A close ally of the Harpers and the Old Sage, Elminster of Shadowdale, Khelben commands considerable power and even greater respect. He was widely-suspected to be one of the hidden Lords of the city, which he confirmed in 1367 and promptly resigned from the post.

Waterdeep has a strict code of laws, enforced by the well-organised City Watch and the judiciary, known as the Magisters. The Magisters dispense justice and can refer appeals directly to the Lords should it prove necessary.

Waterdeep’s extremely thorough law enforcement system means that the surface streets are largely clear of organised criminal activity. Such activity is restricted to Skullport, a subterranean city below Waterdeep Harbour. Skullport is technically a sovereign city-state so Waterdeep does not enforce its laws there. It’s also believed that the Lords think it may be useful to have Skullport as a “pressure valve” so villainy and criminal behaviour can find an outlet far from the streets of the city itself.

The closest to a criminal guild operating in Waterdeep is the rumoured Xanathar Thieves’ Guild, led by the beholder of the same name, which came to light in the late 1350s and was promptly destroyed by adventuring companies operating at the behest of the Open Lord. However, rumours persist that the guild has since reformed and continues to operate in the city’s sewers, with redoubts in nearby Undermountain where the City Watch does not operate.

Waterdeep’s direct writ extends directly to around 40 miles out from the city and indirectly out to around 100 miles. Most settlements within this area can expect a swift response if they call upon Waterdeep for aid. Around 130,000 people in Waterdeep directly, but around ten times as many live within the authority and area of protection for the city, exceeding many entire “proper” nations in population.

Waterdeep is the central trade hub for the entire north-western quadrant of Faerûn. The city is the natural outflow for goods from across the North and the Western Heartlands, despite competition from Luskan and Neverwinter to the north and Orlumbor and Baldur’s Gate to the south. Cities and towns far inland, up the Dessarin-Surbrin-Rauvin river network, can ship their goods to Waterdeep by river at speed and from there to markets along the Trackless Sea and Sea of Swords, and even down into the Shining Sea. If something cannot be bought in Waterdeep, it may not be possible to buy it anywhere in the Realms.

The city is defended by two military forces: the City Guard is the city’s standing military force and holds the walls and patrols the surrounding countryside. The Griffon Cavalry patrols the city’s skies and undertakes long-range reconnaissance and scouting to prevent sneak attacks on the city. Allied merfolk and sea elf forces patrol the bottom of Deepwater Harbour to prevent a sneak attack by sea.

The City Watch is the local police force and operates mainly within the city walls, keeping a lid on crime, investigating murders and ejecting troublemakers from the city’s many inns and festhalls.

For more clandestine operations, Waterdeep is rumoured to operate Force Grey, a deniable intelligence agency which specialises in eliminating problems behind the scenes before they become pressing. Waterdeep is also the base of operations for at least a dozen adventuring and mercenary companies of repute, including the Dawnbringer Company, the Company of Crazed Venturers, the Defenders Three and the Heroes of Waterdeep. Waterdeep is also home to more retired adventurers, powerful mages and high clerics per square mile than almost anywhere else on the continent, most of whom would happily turn out to defend their home. The city can also call upon extremely powerful allies from across the Realms, most of whom could teleport to the city in an instant. Several gods also take a direct interest in the welfare of the City of Splendours, most notably Mystra, the Goddess of Magic who ascended to godhood from the top of Mount Waterdeep just thirteen years ago, and Siamorphe, the closest thing the city has to a local, patron goddess.

Despite this formidable array of defences, various hostile forces have tested the city over the years. Most formidable of these was Myrkul, the God of Death, himself, who assaulted the city with an army of undead at the culmination of the Time of Troubles. This did not end well for him, with the ashes of the deity being cleaned off the streets for some time after the battle.


In terms of faith, Waterdeep is the most cosmopolitan city in the Realms. Oghma, Tyr, Tempus, Gond, Selûne, Mystra, Silvanus, Mielikki, Lathander, Sune, Tymora and the gnomish deity Baravar Cloakshadow all have temples in the city. Chauntea, Lliira, Sharess and Siamorphe also have shrines and minor holy houses dedicated to them. There is also a large non-denominational temple called the Plinth, which open for the use of all faiths.

Worship of the dark gods is unpopular and discouraged in the city, although Shar, Auril and Umberlee have shrines in or near the city. The clergy of Cyric practice clandestine pilgrimages to Waterdeep, as their deity ascended to godhood from atop Mount Waterdeep at the end of the Time of Troubles, along with Mystra.

The worship of Eilistraee and Valkur is also gaining ground in the City of Splendours, though as yet they do not have formal sites of worship.

Waterdeep was also the home of the Cult of Ao, which formed after the Time of Troubles and saw people worshiping the enigmatic “Overgod” of Realmspace directly. Ao did not respond to any of their prayers or supplications and after a while the cult disbanded due to lack of interest.

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Nations of the Forgotten Realms 38: Unther and Threskel

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of the nations of Unther and Threskel, and surrounding regions. Please click for a larger version.


  • Ruler: Various local militias, bureaucrats, criminals and the Northern Wizards of Messemprar
  • Capital: Unthalass (pop. 164,627 according to census, but currently much less)
  • Settlements: Dalath (6000), Firetrees (7000), Kaoll, Messemprar (98,776), Red Haven (1500), Sadamzar, Shussel (9150), Ssintar (4000)
  • Population: 4,263,940 (94% human, 3% dwarf, 2% halfling, 1% misc.)
  • Population Density: 13.94 people per mile² (5.38 people per km²)
  • Area: 305,889 miles² (792,248.873 km²)
  • Military: None, the Untheric Army has effectively dissolved following the God-King’s death; some cities maintain local militias
  • Languages: Common, Mulhorandi, Untheric
  • Religion: Assuran (Hoar), Bane, Mystra, Tempus, Tiamat, the Mulhorandi pantheon, some hold-outs still worship the Untheric pantheon, despite the latter’s effective dissolution
  • Exports: Ceramics, cloth, gold, iron, minerals, sculpture, seed oil
  • Imports: Food, mercenaries, slaves, weapons
  • Sources: Old Empires (Scott Bennie, 1990), Powers and Pantheons (Eric L. Boyd, 1997), Dragons of Faerûn (Eric L. Boyd, Eytan Bernstein, 2006)


  • Ruler: The Great Bone King Alasklerbanbastos the Undying, a powerful dracolich, claims dominion over all of Threskel and parts of Chessenta
  • Capital: Mourktar (pop. 10,107)
  • Settlements: Thamor (5163)
  • Population: 52,781 (93% human, 2% duergar, 2% dragonkin, 1% troll, 1% half-dragons, 1% misc)
  • Population Density: 1.75 people per mile² (0.68 people per km²)
  • Area: 30,151 miles² (78,090.732 km²)
  • Military: Local militias
  • Languages: Common, Mulhorandi, Untheric
  • Religion: Bane, the Mulhorandi pantheon, Tchazzar, Tempus, Tiamat
  • Exports: Crops, fish, horses, precious metals
  • Imports: Food, weapons
  • Sources: Dragons of Faerûn (Eric L. Boyd, Eytan Bernstein, 2006)


Unther and Threskel are the two nations which make up the western shores of the Alamber Sea, the south-eastern-most arm of the great Inner Sea.

Unther, by far the larger and more important of the two realms, extends from the River of Metals in the north to the Winding River in the south-west and the River of Swords in the far south-east, which forms the border its old rival and sometimes-ally Mulhorand. Technically, Unther’s borders continue to the Chondalwood in the far south-west, the Unthangol Mountains in the far south and the northern-most plains of the Eastern Shaar in the south-east, near the Lake of Salt. In practice Unther has not projected significant power or influence past the Alamber and Angol rivers, and the Black Ash Plain, for many decades.

The Winding River and the Riders to the Sky Mountains form Unther’s western border with its former vassal state of Chessenta.

Unther consists of three distinct geographic regions. The Menesankh or Plain of Life is a continuation of the region of the same name in Mulhorand, which wraps around the southern end of the Alamber Sea. This area is highly fertile and heavily populated. The Green Fields, a sub-division of this region in the south-east, between the Alamber and Angol rivers, is even more fertile than the rest thanks to the volcanic ash that blows downriver from the great active volcanos Fussell and Temmikant, and serves as the breadbasket of Unther. The Methtir or Northern Plains extend between the sea and the Methmere, and are less fertile than the Menesankh but still well-settled. Trade and fishing are more important in this region. Finally, the Marthessel is the rocky uplands region, consisting of the Riders to the Sky mountain range, the Smoking or Smoky Mountains, the Unthangol Mountains and the Ship of the Gods volcanic island. These areas are more lightly settled.

Unther has spent two millennia under the rule of the God-King Gilgeam, the head of the Untheric pantheon. However, Gilgeam’s rule has slowly declined over the centuries, becoming ever more shambolic and unhinged. This has led Unther itself into a long-term stagnation and decline. The last few decades have been especially chaotic as Gilgeam was distracted by a long-running feud with the goddess Tiamat, culminating in Gilgeam’s death two years ago. Since then, Unther has collapsed into chaos, with some cities breaking away from central governmental control, and criminals and bandits seizing control of parts of the nation. The capital at Unthalass, which for many centuries was acclaimed the most beautiful city in Faerûn and one of its largest before it was partially levelled in the final battle between Gilgeam and Tiamat, has fallen into lawless anarchy. Although the northern city of Messemprar is attempting to re-establish some form of control, there are fears of the nation splintering apart altogether, to the consternation of its neighbours. In recent months Mulhorand has heavily fortified the border and even sent “peacekeeping” troops into Unther to restore order in border towns. The Pharaoh of Mulhorand, Prince Horustep III, is said to be “deeply concerned” about the suffering of the Untheric people.

The much smaller and less-populous realm of Threskel lies directly north of Unther, from which it is divided by the River of Metals. Threskel firmly controls all the lands north to the Long Beach and west to Mount Thulbane and Dragonback Mountain, which flank the Fields of Pryollus. Recently, a powerful dracolich has laid claim to Threskel and forced the supplication of the capital city at Mourktar. The dracolich has also laid claim to the north-eastern part of Chessenta as well, most notably the major city of Mordulkin, but this has not so far been recognised by other realms.


Unther’s history begins with that of its predecessor empire, Imaskar. Imaskar was forged by the Warlord Nemrut, a tribal leader of the Durpari, who led his people to settle the fertile Raurin Plateau circa 8350 BDR (Before Dalereckoning). Nemrut and his successors built great cities and also developed a form of powerful magic. The great city of Inupras was founded in 8130 BDR and the Lord Artificer Umyatin declared himself the first Emperor of Imaskar in 7975 BDR.

Imaskar spread rapidly across eastern Faerûn. By 6422 BDR the Empire’s borders stretched from the Great Ice Sea in the far north almost to the Golden Water and Great Sea in the south, from the Katakoro Plateau of western Kara-Tur to the Dragonsword Mountains. The Empire built Bukhara Spires, great portals to facilitate travel across the empire and even to other planes and worlds. In that year, rampaging krakentua razed Inupras, splintering the Empire into the territories of the Upper Kingdom (comprising the provinces of Taanga, Khati, Katakoro) and the Lower Kingdom (comprising Nemrut, Semphar, Raurin and Limia). The Durpari tribes along the Golden Water and Great Sea became a vassal state, never fully annexed into the Empire but also not permitted their freedom.

The Empire rebuilt, but circa 4370 BDR a terrible plague more than decimated Imaskar, killing around 15-20% of the population and plunging the Empire into an economic crisis that seemed unsolvable. Lord Artificer Khotan resolved the crisis by building two immense portals leading to an unknown world with no knowledge of sorcery. Imaskari warriors and wizards journeyed through these portals, enslaving hundreds of thousands of humans and bringing them back to Toril as slaves. These people, the Mulan, soon became a slave underclass in Imaskar. They prayed to their gods for salvation, resulting in the eventual arrival of the Mulhorandi and Untheric pantheons on Toril in 2489 BDR. For various complex and inscrutable reasons, the gods could not form connections to Realmspace, and instead had to send powerful avatars known as manifestations directly to Toril. The gods encouraged a great rebellion, which lasted over a year and saw the slaying of the Emperor Yuvaraj by the Mulhorandi chief god, Horus. Inupras was destroyed and the magical backlash saw the formation of the Raurin Desert. The Mulan people then travelled north and west to found the kingdoms of Mulhorand (in 2135 BDR) and Unther (2087 BDR).

Enlil, chief god of the Untheric pantheon, led his people westwards. He found a great inlet of the Alamber Sea which was covered in pearls, and there declared the founding of the great city of Unthalass. This became the capital of Unther.

Mulhorand and Unther fought a brief war between 1967 and 1961 BDR. The war ended with the ruling deities of both nations agreeing to the River of Swords as the common border between their two nations. They swore an oath to uphold the agreement and not break it, apparently sealed by magic. The border between the two realms has remained continuously stable for 3,332 years (as of early 1371 DR) as a result. The two nations also agreed to zones of influence and expansion, with Unther expanding westwards and southwards, and Mulhorand eastwards and northwards. Unther expanded to incorporate all the lands of modern Chessenta, Threskel and the south coast of the Aglarond Peninsula, whilst Mulhorand expanded to dominate the lands of modern Semphar, Murghôm and Thay. Unther also expanded southwards, taking under its control a vast swathe of the north-eastern Shaar before it overreached by making war on the dwarves of the Great Rift and the Deep Realm circa 1250 BDR. Unther’s armies were soundly defeated and driven back across the plains. Unther refocused its attentions westwards, driving out the native Turami people and taking their lands for their own. This brought Unther’s borders close to those of Jhaamdath and, after border skirmishes, the two powerful empires also agreed to a common border.

In 1087 BDR, the Theurgist Adept Thayd, the Last Apprentice of Imaskar, rebelled against Mulhorand and Unther. He conquered the northern provinces of both empires (modern Thay and the free cities along the Aglarond Peninsula) before being defeated. As his enemies closed in, he opened a large gate in the Sunrise Mountains, lacking Toril to the homeworld of the formidable grey orcs. Thayd was executed but, in 1081 BDR, his portal was discovered by the orcs, who assembled a vast host and invaded Faerûn. The Orcgate Wars saw Unther and Mulhorand join forces to repulse the invasion, but they were extremely hard-pressed. Eventually their gods had to join the conflict, resulting in the Battle of the Gods in 1071 BDR, when Mulhorandi, Untheric and orc deities directly engaged in combat. The Mulhorandi chief god, Re, was slain by Gruumsh, whilst the Untheric deities Inanna, Girru, Nergal, Nanna-Sin, Ki and Utu were also killed. Tiamat attempted to slay Gilgeam in a treacherous attack, but she was stopped and apparently slain by Marduk (Bahamut’s Untheric aspect) instead.

Despite Re’s fall, Mulhorand proved victorious. Horus was able to save Re, somewhat, by merging their essences into a new being, Horus-Re, who became the new chief of the Mulhorandi pantheon. Despite this, Mulhorand’s power started to wane. Over the next few centuries both Murghôm and Semphar declared independence. Mulhorand’s age-old alliance with Unther also fractured after Enlil, chief god of the Untheric pantheon, departed Realmspace in 734 BDR and his son, the brutal Gilgeam, took over Unther and began running it into the ground.

Gilgeam, a formidable warrior, was not the most skilled at politics. The only reason Unther prospered at all in the next two thousand years was because the God-King retired to his palace in Unthalass and left relatively skilled bureaucrats to the day-to-day running of the realm. But Gilgeam was also vain and easily flattered. He named the year of his ascension as Year 1 of the Untheric Calendar, ignoring the 1,353 years of Untheric history that had already unfolded to that point. Gilgeam was also cruel and sometimes neglectful, ultimately damaging his own following in Unther. In 108 DR Unthalass was partially destroyed by flooding and Gilgeam ignored the supplications of his followers to save them, and seemed baffled by the idea that he should take responsibility for solving the problem. The eventual rebuilding of the city happened in spite of Gilgeam’s inaction and incompetence.

Gilgeam was briefly reinvigorated when the Arkaiuns invaded Mulhorand and Unther’s southern borders in 202 DR, and the two empires joined forces to defeat the invaders three years later.

In 482, Unther began to lose control of its northern cities, located along the south coast of the Aglarond Peninsula. Delthuntle and Laothkund declared independence and formed the League of Samathar. In 504 Unther launched a concerted effort to reclaim the cities, but they were quickly joined by Teth and Nethra, bolstering their strength. Escalant joined the League in 625. A furious Gilgeam sent a huge fleet to complete the reconquest in 677, but the fleet was destroyed by a storm. The few surviving ships retreated to Unther without landing. In 679, Unther finally admitted defeat, recognising the League. This year became known for the end of the Second Untheric Empire, and the collapse of Unther’s continental influence.

In 731 Unthalass was devasted by flooding a second time, but Gilgeam again ignored the calls for help to seize the mountainous stronghold of the slain brown dragon Vulpomyscan, renaming it the Citadel of Black Ash.

Unther’s influence continued to weaken over the next few centuries. In 823 the northern city of Mourktar seceded from Unther’s control. In 928 all of the city-states of western Unther united under Warlord Tchazzar and seceded as well, forming the new nation of Chessenta. According to Chessentan histories and legends, Tchazzar stood against Gilgeam in single combat and defeated him, driving the God-King from the field in disgrace. Untheric histories, unsurprisingly, do not mention this. In 1018 Tchazzar disappeared from Chessenta without explanation and was elevated to godhood by his grateful followers. It was later revealed that Tchazzar had in fact been a powerful red dragon with a flair for the dramatic who had taken human form and ruled over Chessenta for a century out of amusement, but had gotten bored and decided to abandon his post.

By 1117 Unther had abandoned efforts to retake both Unther and Threskel, the new nation which had taken shape around Mourktar, and even recognised both nations in order to begin trading with them. By 1154 Chessenta as a tightly-bound nation-state had ceased to exist, becoming more an alliance of city-states, but Unther no longer had the power or will to try to reconquer them.

By 1301 the Cult of Tiamat had become strongly active in Unther, which was again visited by catastrophe when it was devastated by the Plague of Dragons (1317-24).

For Threskel, the small nation expanded from the city of Mourktar alone (823) to incorporate much of its surrounding territory by 1117. Threskel fell under heavy influence from Chessenta, but resisted attempts to annex the region and with Chessenta effectively falling back into a land of city-states by 1154, that threat receded. However, in 1365 the Great Bone Wyrm Alasklerbanbastos (an undead dracolich) descended from the Riders to the Sky to lay claim to all the lands of Threskel. The vampiric green dragon Jaxanaedegor, named Viceroy of Threskel, then flew to Mordulkin in Chessenta to declare it pay tribute to the Dragon King. These disturbing events were quickly outshone by events in Unther, however.

The final collapse of Unther was precipitated by the Time of Troubles of 1358 DR, also called the Avatar Crisis, Avatar Wars or Godswar. Tiamat, who had been a sworn enemy of the rest of the Untheric pantheon for millennia, had been effectively destroyed by her arch-nemesis Bahamut (under his Untheric name Marduk) during the Battle of the Gods at the conclusion of the Orcgate Wars (1071 BDR). Tiamat was effectively banished from Toril, becoming an archfiend in the Abyss in the service of Asmodeus.

However, Gilgeam’s long-misrule of Unther saw people turning to icons and images of Tiamat for succour. The fact that Tiamat was a brutal, evil goddess in her own right was brushed over in the hope that Tiamat could return to Unther and destroy Gilgeam once and for all. In 1346 the Cult of Tiamat succeeded in summoning Tiamat back to Toril, and taking the aspect of “the Dark Lady” she fermented rebellions against the God-King’s decrepit rule. During the Time of Troubles, Tiamat moved against Gilgeam directly.

Unfortunately, Tiamat had underestimated Gilgeam’s power and he defeated her. However, whether due to the mis-coursings of the Weave caused by the Time of Troubles or some contingency plan of Tiamat’s, her divine essence was split between the three powerful dragons Tchazzar, Gestaniius and Skuthosiin. Over the next eleven years, Tchazzar slew the other two dragons, reuniting their essences with his own, resulting in the recreation of Tiamat in a new, more powerful, five-headed form.

This reinvigorated form of Tiamat descended on Unthalass in 1369 and engaged Gilgeam in a titanic battle. Tiamat’s cult had propelled her worship across Unther and through allied organisations (such as the Cult of the Dragon in the Heartlands) to raise her to the rank of a lesser power, whilst Gilgeam’s incompetence and unpopularity had reduced him to the rank of a demigod. Despite this, the battle was still hard-fought, with half of Unthalass being laid waste in the initial skirmishes. Then Gilgeam fled to the Outer Planes, pursued by the draconic god, resulting in a running battle through multiple portals. Gilgeam then returned to Unthalass to make a final stand atop the Ziggurat of Eternal Victory, a name which proved to be erroneous when Tiamat finally killed him there. Defiant to the end, Gilgeam’s death throes devastated the palace grounds and apparently destroyed Tiamat, although in reality merely banishing one of her avatars.

Gilgeam’s death saw the dissolution of the Untheric pantheon. The sole survivors, Tiamat and Bahamut, instead petitioned to join the general Faerûnian pantheon and this was granted by Ao. Gilgeam’s demise also marked the collapse of Unther. Unthalass itself had been devasted in the battle with Tiamat and civil control of the city had collapsed. Criminal gangs took control of the streets, the Untheric army effectively dissolved and bandit activity in the countryside increased dramatically, to the point where food production was endangered throughout the southern half of the country. The northern half fared better, with a sorcerous consortium known as the Northern Wizards assuming control of Messemprar and the surrounding towns and countryside. Some other cities also secured their gates and deployed militia to keep themselves safe from the anarchy taking hold elsewhere.

Around the same time that Gilgeam was slain, the Ship of the Gods, a volcano in the Alamber Sea claimed by Unther, exploded with impressive force, sending a tidal wave north-eastwards to slam into the island of the Alaor, site of a might Thayan naval base. Mulhorand surprisingly invaded the island and seized control of it immediately thereafter, the first sign of a resurgent Mulhorandi military and a renewed political ambition by the young Pharaoh Horustep III to turn Mulhorand into one of Faerûn’s premier powers once again.

At the start of 1371, Mulhorand sent “peacekeeping troops” across the border into Unther, citing damage to trade and security in the border regions. They were also concerned over bandit activity in the farmlands that would raise the risk of famine in the Green Fields and Menesankh regions that would send unacceptable numbers of refugees into Mulhorand. These border troops restored order in Kaoll and halted bandit activity east of the Angol. Commentators have suggested that Mulhorand might have a bolder move on its mind, since from Kaoll to Unthalass is barely a three-day march, and with Mulhorand also enjoying total naval supremacy on the southern Alamber, it would be relatively easy for Mulhorand to seize the capital itself. Indeed, with the Untheric army disbanded and many in Unthalass begging for a restoration of order, even under a foreign invasion, there would appear to be nothing to stop them.

The fate of Unther hangs in the balance.


Between 734 BDR and 1369 DR, a period of 2,103 years, Unther was ruled by a single leader, the God-King Gilgeam. A formidable warrior, Gilgeam was a poor politician, a disinterested administrator and hopeless at discerning the needs of his subject-worshippers. For many centuries, Unther was prevented from complete collapse by a strict social hierarchy and semi-competent bureaucrats who could get on with their responsibilities with a minimum of interference. However, in recent centuries both Gilgeam and his church began to meddle more in areas outside of their expertise, interfering with the country’s economy and military organisation, usually to their detriment.

As an immortal, Gilgeam made no plans or preparations for a line of succession: the idea was completely bewildering to him since, of course, he would live forever and rule Unther forever. As a result, Gilgeam’s death left no obvious successor. The manner of his death, which brought fire and ruin to one of Faerûn’s great cities, obliterating much of the nation’s administrative class, was also a massive blow to any hope of a peaceful transition to a new form of government. Most likely, Unther would have become an alliance of independent city-states like Chessenta to the west, but the unravelling of the nation’s social fabric and its plunge into anarchy prevented this from happening, aside from in the north where the Northern Wizards quickly assumed control of Messemprar and have been attempting to stabilise other, nearby cities as well. Meanwhile, Mulhorandi forces have been trying to bring order to the southern frontier, basing their efforts in the border town of Kaoll.

Unther, as a whole, is effectively lawless at the moment and its future is highly uncertain.

Threskel, on the other hand, was established as a hereditary monarchy, with a line of kings that extended down to King Theris. In 1357 Theris became terminally ill and held a great tournament to choose his heir. However, the results of the tournament were inconclusive and no heir was announced. After Theris died in 1358, he was succeeded by the Dread Imperceptor of Bane, Kabarrath Telthaug.  Despite Bane’s apparent destruction during the Time of Troubles, Telthaug maintained control of the realm until 1365, when the dracolich Alasklerbanbastos descended from the Riders to the Sky and declared himself ruler of Threskel. Telthaug ignored these edicts until the Wyrm King’s minion, the regent Jaxanaedegor, attacked Mourktar and burned part of the city as a demonstration of their might. Telthaug relinquished his claim to the throne to merely become administrator of Mourktar on the Bone Wyrm’s behalf.


Unther was, obviously, the centre of worship for the Untheric pantheon for over three thousand years before its final dissolution by Ao following Gilgeam’s death. Most of the Untheric pantheon had been destroyed during the Orcgate Wars, with many of the remaining hold-outs (such as Ishtar) fleeing Toril after Gilgeam’s death.

In post-Gilgeam Unther, the most popular and notable gods are Bane (in himself and worship of his “successor,” Iyachtu Xvim), Mystra and Tempus. The Cult of Tiamat holds significant power, but the planned replacement of Gilgeam with Tiamat never took place, and many Untherics now blame Tiamat for unleashing the current misery and chaos on Unther. The Mulhorandi pantheon has become popular in the border regions and among the slaver underclass. Assuran, the local name for Hoar, is also growing in popularity.

In Threskel, the gods of Unther and Chessenta remain popular, most notably Tchazzar, Tiamat and the Mulhorandi pantheon. Assuran, Bane and Tempus have also made inroads in this area.

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Nations of the Forgotten Realms 37: Underhome (The Deep Realm of the Gold Dwarves)

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of the Great Rift and the surrounding lands. Please click for a larger version.
  • Ruler: Queen Karriva of Clan Simmerforge and the Council of Deep Lords
  • Capital: Underhome (pop. 49,650)
  • Settlements: Daunting (12,000), Eartheart (44,008), Firecaverns (39,000), Glitterdelve (26,000), Hall of Echoes (9000), Hammer & Anvil (8000), Harlending (11,000), Khôltar (7643), Magkstok, Rimmator (10,500), Sundasz (8000), Tarnhall, Thuulurn (5600)
  • Population: 1,308,960 (dwarves, gnomes, halflings, human)
  • Area: due to vertical changes and Underdark caverns and tunnels, incalculable
  • Military: The Steel Shields, a standing army of 14,000 headquartered in Eartheart; the Peacehammer aerial cavalry, consisting of dwarven griffon-riders, who can quickly traverse the length of the Great Rift
  • Languages: Common, Dwarven
  • Religion: The dwarven pantheon, particularly Moradin Soulforger, Clangeddin Silverbeard, Dugmaren Brightmantle and Haela Brightaxe
  • Exports: Gems, gold, jewellery, magic items, silver
  • Imports: Fruit, grain, livestock, produce
  • Sources: Dwarves Deep (Ed Greenwood, 1990), Underdark (Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick, 2003), Shining South (Thomas M. Reid, 2004)


Many dwarven kingdoms remain extant in Faerûn, but these mostly take the form of isolated mountain holdfasts and remote mining communities. Even some of the better-known kingdoms, like Citadel Adbar or Earthfast, span at best a single large city and then a number of smaller outposts. The true, great dwarven kingdoms of the famed past – like mighty Delzoun of the North or Deep Shanatar, below what is now Amn, Tethyr and Calimshan – are long since gone to dust.

With one exception. Underhome, the Deep Realm, the Gold Empire. It has many names, but is the last remaining large dwarven nation in Faerûn, possibly on all of Toril. It meets the surface realms through the spectacular land formation known as the Great Rift, (in the dwarvish tongue, Aglandar, the Sword-Slash) a massive scar on the surface of the planet which must rank as among the most spectacular sights in all the world. Here dwarven towns and cities can be found with both surface parts and corresponding settlements thousands of feet below in the Underdark, linked by ingenious lifts and magic. The Deep Realm then extends for hundreds of miles to the east and north, with hundreds of large tunnels and thousands of small ones linking dwarvish settlements far below the surface, along with some allied gnomish settlements. The extent of the Deep Realm is startling, with its north-eastern-most border lying under Azulduth, the Lake of Salt on the far south-western borders of Mulhorand.

The empire’s greatest strength is found at the Great Rift. The Rift extends for some 340 miles from north-west to south-east and is around 1,000 feet deep, with the walls dropping almost sheer into the ground. Climbing the walls of the canyon is ill-advised. The floor of the rift would be quite arid if it was not for the Riftlake, an immense body of water fed by the River Shaar which links to the Rift via a narrow gorge, where in some places the river disappears completely underground (thus, travelling by boat to the Riftlake from the Shining Sea is impossible, with the river navigable only as far as the ruins of Peleveran on the side of the Landrise). In the north, the rift is wide enough (over 70 miles) that the opposing walls are virtually invisible in the haze, but in the south where the canyon narrows dramatically to less than 30 miles, it becomes an impressive sight.

The edges of the Rift are fortified, with no less than sixty-two watchtowers guarding the edges, some separated by only a few miles. Some of the towers are large and elaborate affairs with a garrison of many dozens or hundreds of dwarven warriors. Others are more modest affairs with just a few observers on assignment. Some of the larger forts have lifts or switchback stairs allowing access to the floor of the Rift, or entrance into the Deep Realm alongside it. Most of the Riftedge Towers are cunningly designed so they can only be entered from below.

Several larger settlements can be found on the edge of the Rift. Notable is the Iron City of Khôltar, a nominally independent city dedicated to the smelting and forging of iron, relying on raw materials traded from the Deep Realm. In practice, Khôltar is dependent on the Deep Realm for its trade and existence.

More impressive is Eartheart, the largest dwarven surface city in Faerûn. The city is mostly contained on the landward side of the south-western Rift, protected by a massive curtain wall, but parts of it jut out over the Rift, with immense lifts and pulleys connecting the city to the floor of the Great Rift below. Mines dot the surrounding area, and it is a constant source of activity. Eartheart is home to the Steel Shields, a standing army no less than 14,000 strong (much of which is dispersed on guard duty around the Rift), and the Peacehammers, an aerial cavalry of griffon-riders who can quickly reinforce any part of the Rift within a few hours.

Access to the city was originally restricted to dwarves, so a tent city sprung up outside the walls to facilitate trade with other races. Over the centuries this has become a more permanent suburb of Eartheart known as Hammer and Anvil, a town 8,000 strong by itself.

Below Eartheart, a trade road winds its way north and east across the floor of the Great Rift to the opposite side of the valley. There stand the Great Gates, two massive 70-foot-tall doors apparently made of solid gold (various ingenious attempts to steal the gates – which by themselves could build a moderately-sized empire – have been foiled over the centuries) and covered in magical runes to strengthen them and bring warning of any attack. The Gates are resistant to magic and formidably strong: according to legend, the Gates once resisted a suicide-ram by a spelljammer dropping on them from orbit and showed no signs of damage afterwards, and reflected the magic from an enraged elder wyrm with such force it was killed instantly. Some believe the Gates are alive, fuelled by the souls of the greatest dwarven warriors who stand guard over Underhome in eternity. Others more drily suggest that the dwarves have incredibly effective bards writing stories about the Gates for them which are majestic exercises in hyperbole.

Beyond the Gates lies the Guardcavern, a fortified guardhouse and customs area. Beyond that lies three sequential caverns, each thousands of feet high and miles wide, each covered by a bewildering array of bridges and buildings. These collectively form Underhome, the capital city of the Deep Realm (although the Deep Realm is also frequently called Underhome as well), as impressive a sight underground as Eartheart is above it.

Beyond Underhome, a maze of caverns, tunnels and shafts open up, extending for hundreds of miles through the Underdark. More than a million dwarves and gnomes live in the Deep Realm, inhabiting dozens of settlements, mines and fortresses and patrolling the tunnels between them all. Daunting is the breadbasket of the Deep Realm, feeding the rest of the empire with its snail, fungi, mushroom, lichen and lizard farms. The Firecaverns are home to the realm’s artists. Glitterdelve is the site of the empire’s richest mines. The remote Hall of Echoes has a dark reputation. Harlending is located near deep tunnels dropping thousands of feet further into the Underdark and comes under frequent duergar and drow raids. Rimmator is a relaxed, easy-going mining town with an odd hunger for gossip from the rest of Faerûn. Sundasz is an aloof city with a superiority complex. Thuulurn is a dedicated monastery to Moradin, the chief dwarven god, and frequently sponsors expeditions to clear out the surrounding Underdark of monsters.

This entire area of the Underdark is relatively cut off from the rest, although a few isolated passages are believed to link north and west into the Deepwild. This area is the home of Llurth Dreier, the largest and most powerful drow city below Faerûn and Underhome’s mortal foe. Much of Underhome’s military and intelligence is focused on defending against drow incursions.

A map of the Deep Realm of the dwarves in the Underdark (border in red). Please click for a larger version.


The origin of the dwarves on Toril is the subject of much debate, with some sages concluding that Toril is the original dwarven homeworld and they originated in vast, long-lost mines under the Yehimal, the gigantic mountain range in the far east separating Faerûn from Kara-Tur and Zakhara. Others believe that dwarves, much like humans and elves, migrated to Toril from other worlds in remote epochs for reasons long lost to the mists of time.

Whatever the case, it is known that dwarven settlements under the Yehimal were extant by 16,000 Before Dalereckoning (BDR), although this was merely the time when they first made contact with the elves and other surface races, and they could have existed for many millennia or tens of millennia before that. By 15,000 BDR a large number of dwarven clans had migrated west onto the plains of the Shaar and then the stretch of Underdark beneath the plains, founding the kingdom of Bhaerynden. Bhaerynden soon became enormously wealthy and sponsored the founding of satellite kingdoms across southern Faerûn, then extending northwards. They traded with the elves but steered clear of elven politics. When the Crown Wars began in 12,000 BDR, the dwarves refused to get involved, even as the armies of Ilythiir marched to war far above their heads. Around 11,000 BDR, Taark Shanat the Crusader and his eight sons led a large exodus from Bhaerynden, heading north and west to become the ancestors of the shield dwarves. Those who remained in Bhaerynden became known as the gold dwarves.

 The shield dwarves of Shanatar – founded in 10,800 BDR with the establishing of Brightaxe Hall below the western elven empire of Keltormir – were less aloof than their southern brethren and soon provided weapons and armour to the Keltormiri as they struggled to protect their borders from both the Ilythiiri to the east and the expanding empire of Aryvandaar to the north.

In 10,000 BDR, the depredations of the Ilythiir triggered the Descent of the Drow, the cursing of the entire dark elven race by Corellon and the Seldarine. Ilythiir collapsed overnight, the dark elves fleeing the burning light of the sun to become the dhaerow or “Accursed,” drow for short. The drow of Ilythiir fled into the Underdark below their homeland, expanding in the depths and eventually coming into conflict with the dwarves of Bhaerynden. The gold dwarves soon found themselves fighting a canny and magically powerful enemy, and blamed the surface elves for making the drow someone else’s problem rather than dealing with it themselves. Within just decades the drow had founded the great Underdark empire of Telantiwar and were aggressively pushing into Bhaerynden’s territory.

Around 9000 BDR, as the final defeat of Aryvandaar on the surface signalled the end of the Crown Wars, Telantiwar successfully defeated Bhaerynden’s armies and took their capital city. The gold dwarves withdrew eastwards to other redoubts. Unbeknown to the drow, the dwarves had prepared a great trap against their advance and weakened the supports of their capital city, undermining it many times over. In secret, dwarven forces returned to complete this work.

In either 8800 or 7600 BDR – neither dwarven or drow records of the time are precise due to the ensuing chaos – the entire cavern containing the city collapsed downwards further into the Underdark. The dwarven undermining efforts proved far more successful than expected and the entire cavern network extending around the city for almost 350 miles collapsed as well, created a cataclysmic roar that could be heard clear across the continent. Vast amounts of rock and dust were catapulted into the skies, obscuring the sun for months. By the time the smoke had cleared, a vast canyon had formed in the midst of the Shaar, with the entire drow empire of Telantiwar lying obliterated below it. The gold dwarves returned in force, seizing and fortifying the Great Rift and building the surface city of Eartheart, the underground city of Underhome and the Great Gates to link them together. Telantiwar was reduced to a series of outposts, the greatest of which was Llurth Dreier in the north-west (founded in 7600 BDR). The dwarves may have killed as many dark elves as the entirety of the Crown Wars, and the drow numbers in the south of Faerûn were reduced to such an extent that it took millennia for them to become a threat again. Unfortunately, the same was not true of the dark elves of the North (who were descended from Miyeritar instead).

The establishing of both the Deep Realm and the western dwarven empire of Shanatar reaching the height of its power may have marked the highwater mark of dwarven civilisation in Faerûn, with at least two empires and numerous smaller kingdoms scattered across the continent. By 6000 BDR trade between the Deep Realm and the human tribes who had started to settle the Shaar had begun. Circa 1250 BDR, the empire of Unther attempted to expand onto the Shaar and faced resistance from both the human tribes and the dwarves of the Great Rift, alongside the elves of Nikerymath and the Yuirwood in the far north. The Yuir elves were forced to give grounds, but the dwarves were victorious in their struggles, preventing Untheric expansion to the Rift. Much of the northern Shaar fell under Untheric influence until 734 BDR, when the collapse of the first Untheric Empire saw a retreat from the region. Unther proved resurgent a few centuries later, but by 679 DR Untheric expansion across the Shaar was no longer practical.

Throughout all of this, the Deep Realm remained secure. However, the nation’s long prosperity and wealth saw it grow decadent and overconfident. Around 657 DR, the realm was shaken by a series of raids by neighbouring duergar and drow city-states, which seemed to shake the nation from its lethargy. The government was streamlined, with the Council of Deep Lords established to advise the monarch, whilst the nation’s army was revamped into its current form as the Steel Shields. The realm’s action saw it become more militaristic, but also more secure, with a major war with the drow of Llurth Dreier averted thanks to these new measures.

In 1306, Moradin Soulforger granted the Thunder Blessing on the dwarven people. This dramatically increased the notoriously-poor reproductive rate of the species, and many more dwarves were born in the succeeding several generations, including large numbers of twins (previously almost unheard of). The Deep Realm, whose thinning numbers had become a matter of growing concern as distant outposts and entire towns were abandoned due to falling numbers, was particularly reinvigorated and in the sixty-two years since then, the realm has seen a boost in both population and its holdings, with abandoned towns resettled, its army expanded and even more wealth generated. The Deep Realm has even established new holdings, in the North Wall of Halruaa, the Smoking Mountains of Unther and even in the Giant’s Run Mountains near Tethyr.

Today the Deep Realm seems secure and prosperous, but its strength has also made it arrogant, and many sages, including Elminster, have warned that its overconfidence may prove its weakness.


The Deep Realm is ruled by Queen Karriva of Clan Simmerforge. She is advised by the Deep Lords, a council consisting the most powerful dwarven nobles of the Deep Realm. At least fourteen Great Clans each has four representatives on the council. They debate and set policy for the Deep Realm in consultation with the Queen and their military and economic advisors. Representatives from the gnomish settlements of the Deep Realm can also make representations to the council.

In terms of foreign relations, the gold dwarves have the advantage of possessing immense mineral wealth and metalworking that is the envy of all Faerûn and the disadvantage of overwhelming arrogance and a belief in themselves as superior to all other dwarven nations (especially the shield dwarves of the North, whom they consider rustic and in terminal decline) and superior to most other non-dwarven nations as well. The relative remoteness of the Deep Realm from other civilised nations prevents this from being a major problem, but also means they have few allies to call upon should they face a major war with the drow of Llurth Dreier in the future.

The Deep Realm has a standing army no less than 14,000 strong, the Steel Shields (one of the largest standing militaries in Faerûn), but in times of war it can expand that number immensely. Most dwarves are trained to defend themselves at a young age and the increasing aptitude of dwarven magic has made them strong in that arena as well.


Unsurprisingly, the Deep Realm of Underhome overwhelmingly favours the dwarven pantheon in its worship, with the chief dwarvish god, Moradin Soulforger, being the most popular deity. Clangeddin, Dugmaren and Haela are also widely-worshipped.

Dwarven Settlements and Rulers of the Deep Realm

  • Underhome (pop. 49,650, ruled by High Queen Karriva of Clan Simmerforge)
  • Daunting (pop. 12,000, Queen Haraura Shimmerhand)
  • Firecaverns (pop. 39,000, High Princess Royal Rathauna Forgesilver)
  • Glitterdelve (pop. 26,000, King Gnarlgar “Halfgnome” Flamebeard)
  • Hall of Echoes (pop 9,000, War Princess Uranda Rythyn)
  • Harlending (pop. 11,000, Deep King Hauroch “Swordbeard” Deathhammer)
  • Rimmator (pop. 10,500, High Duke Dunderlau Bloodaxe)
  • Sundasz (pop. 8,000, Axe Prince Ansal Thundermace)
  • Thuulurn (pop 5,600, First Hammer of Moradin Thungalos Truetemper)

The Deep Clans of Underhome

  • Clan Belindorn of Underhome
  • Clan Bladebite of the Firecaverns
  • Clan Brakeadder of Harlending
  • Clan Crownshield of Daunting
  • Clan Gemscepter of Daunting
  • Clan Ghalkin of Underhome
  • Clan Gordrivver of Underhome
  • Clan Malthin of Underhome
  • Clan Mastemyr of the Firecaverns
  • Clan Sorndar of Rimmator
  • Clan Talnoth of the Hall of Echoes
  • Clan Undurr of Glitterdelve
  • Clan Velm of Sundasz
  • Clan Zord of Glitterdelve

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Nations of the Forgotten Realms 36: Ulgarth and the Utter East

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of Ulgarth and the surrounding lands. Please click for a larger version.

  • Ruler: King Drasna Bluemantle
  • Capital: Orvyltar (pop. 21,000)
  • Settlements: Dralpur (8000), Esbresh, Halahanyl, Kaspar (10,000), Kelazzan (5000), Kellesar, Ravvan, Suntar, Suormpar, Surbar (15,000)
  • Population: Unknown, but mostly human with small numbers of dwarves and halflings
  • Area: 275,434 miles², 713,371 km²
  • Military: A strong standing army and fleet
  • Languages: Common, Devic, Durpari
  • Religion: Lathander, Torm, Tymora, Tyr
  • Exports: Mingari, foodstuffs
  • Imports: Exotic goods, horses, spices, foodstuffs, textiles
  • Sources: The Shining South (Tom Prusa, 1993), Blood & Magic (video game, Tachyon Studios/Interplay, 1996), Faces of Deception (Troy Denning, 1998), the Double Diamond Triangle Saga (J. Robert King, James M. Ward, David Wise, Ed Greenwood, Roger E. Moore, Dave Gross, David Cook, Peter Archer, Richard Baker, 1998), “Darkly, Through a Glass of Ale” (Peter Archer in Realms of Mystery, 1998)


Ulgarth is a large kingdom located east of the Golden Water, beyond Durpar and Var the Golden. For this reason, it is sometimes counted as part of the Shining Lands region. However, the nation has a notably different character to the three nations of the Shining Lands, leading to it being counted apart.

The realm’s precise boundaries are the Great Sea and the Golden Water to the west, Xonthuil Bay and the Xon River to the north-west, the Ice Peaks to the north, the A-Ling Shan to the north-east, and open plains to the east (beyond which lies the towering mass of the Yehimal). The border to the south is ill-defined, with Ulgarth’s influence petering out short of the towns of Kellesar, Esbresh and the Stony Waste. Beyond the Stony Waste lie the Free Cities of the Parsanic, most notably Tharkar and Whitevale (Esbresh and Kellesar may also be part of this loose league).

The plains to the east of Ulgarth are the home of nomadic warriors, known in Ulgarth as “the Horde” for their ferocity in battle. However, in recent years Ulgarth has moved to trade and treat with the nomads on more equal terms, lessening tensions and encouraging more intermingling. The Ulgarthans may hope to pacify and domesticate the tribes so they can expand their borders all the way to the Yehimal proper.

Ulgarth is remote and, beyond the borders of the Shining Lands, almost unknown. Its capital city of Orvyltar is just over 4,000 miles from Waterdeep.

It lies in the shadow of the A-Ling Shan, a north-western arm of the mighty Yehimal which links the main mass of the range to its northernmost range, the Katakoro Mountains. The A-Ling Shan is, individually, one of the most impressive mountain ranges on the entire planet, with peaks of 17,000 feet counted as mere foothills to the central range, where the peaks touch 24,000 feet. However, the main mass of the Yehimal itself, which rises directly to the east of Ulgarth, is even more impressive, with several peaks exceeding 30,000 feet lying on the continental divide between Faerûn and Kara-Tur. These peaks include the tallest on the planet, and are so high that they are virtually impossible to summit without magical aid, since the air is so thin at the peaks that it is unbreathable.

Ulgarth is internally divided into six administrative regions. These include the king’s lands surrounding the capital city of Orvyltar and the five baronies, which are each centred on a major city of the realm: Dralpur, Kaspar, Kelazzan, Suormpar and Surbar.

Ulgarth is primarily a human nation, with a small number of dwarves in the Galuil Mountains working in the gold mines. There are small numbers of halflings in the realm. Elves are uncomfortable with Ulgarth’s feudal system and are almost unknown there; drow and half-drow exiles from Dambrath are a more common sight.


Some believe that the area of the Utter East and the Yehimal was originally the home of the dwarven race on Toril. They either were first created here by their gods, or arrived on Toril from some other world, possibly long prior to 35,000 BDR (Before Dalereckoning). According to legend, the dwarves established vast, gigantic cities under the Yehimal before moving (or being displaced) westwards into Faerûn proper. The truth of the matter remains unknown, as human settlement of the region is so sparse that not much exploration has taken place.

The lands around the Golden Water became the home of the Durpari tribes, who settled the lands south, west and north of the bay by c. 8500 BDR. In 8350 BDR, the Warlord Nemrut led his people over the Mountains of War to settle the fertile Raurin Plateau. In 7975 BDR, Lord Artificer Umyatin declared himself the first Emperor of Imaskar. Around this time the Ulgarian people first appeared in the lands east of the Golden Water. Whether they were a native tribe, or an offshoot of the Durpari, is unknown.

In the following centuries, the Imaskar Empire expanded north to Brightstar Lake, east to the Katakoro Plateau and west to the Dragonsword Mountains. Beyond this core area, the Empire established outposts and colonies in what are now Mulhorand, Taan, parts of Shou Lung, the Shaar, Durpar and Ulgarth. These outer colonies were not considered part of Imaskar proper but were ruthlessly exploited to fuel the empire’s economy, and the very first incarnations of Durpar and Ulgarth may have existed as vassals of the empire. Around 2700 BDR the eastern Durpari tribes allied with the Ulgarian tribes and local dwarven clans to build the Gate of Iron in the Mountains of War, a huge magical barrier to inhibit Imaskari conquests to the south-east, possibly as part of a greater rebellion against the Imaskari.

In 2488 BDR, Imaskar was destroyed and its lands were consumed by the Great Dust Desert, Raurin. The Durpari and Ulgarians reverted to a more nomadic existence.

By around 1700 BDR, the Ulgarian people had been unified under the rule of the enlightened Prince Surtava. Surtava abandoned his crown, power and wealth to become a beggar and left his kingdom to seek wisdom. After many years he achieved his quest and became the Padhra, founding the Padhran religion which became popular in parts of Taan and Kara-Tur.

At some point in the next thousand years, it appears that Ulgarth again fell into decline, with its people again become nomadic barbarians. By 83 BDR the Ulgarians, now referred to as Ulgarthans, had commenced raiding the cities of the Golden Water to the west. In 202 DR, the armies of Mulhorand swept into the Shining Lands in an attempted annexation. A Mulhorandi army invaded Ulgarth and almost wiped out the barbarian tribes, but withdrew due to problems maintaining supply lies over such vast distances.

In 348, outlaws fleeing from Mulhorand made their way to Ulgarth and allied with the native people. They encouraged the Ulgarthans to abandon their nomadic lifestyles and instead founded the first cities of Ulgarth. Ulgarth grew quickly, but continued border clashes with Durpar to the west. In 1002 the two nations finally signed a peace treaty.

King Caladorn the Wise reduced the power of clerics in Ulgarth by barring them from serving as justices of the law. Later, Ulgarth was fiercely raided by the bandit Maelin Rascalin until Rascalin was captured and convicted. Rascalin offered to serve in the army as part of his prison sentence, and remained in the military even after his sentence was completed. Rascalin then rose from the ranks to become commander of the entire eastern frontier, retraining and rebuilding the army into a more modern force. He repelled a barbarian invasion and was ennobled by the king, eventually becoming Baron of Suormpar.

In the early part of the 14th Century, Ulgarth opened a trade route to Kara-Tur over the A-Ling Shan. The path was hazardous and dangerous, frequently closed by snow, but provided an alternative route to the far northern routes over Taan or between Semphar and Khazari.

In 1359 this route was closed when Ambuchar Devayam, the infamous necromancer-emperor of Solon, began assembling an army to overwhelm the region. The advent of the Tuigan Wars played into his hands, weakening the realms of Khazari and Ra-Khati, so in 1360 he could overwhelm and conquer both realms. However, in 1362, bold adventurers struck into Solon and slew Devayam with the famed Stone Sceptre of Shih. The trade routes to Ulgarth reopened.

In 1367, word came that the grey orcs of the Dustwall were gathering a horde for a major assault on Durpar or Ulgarth, or both. In response, the barons of Kaspar and Suormpar hugely reinforced the border worked alongside the Durpari city of Flyndagol to assemble an army capable of resisting the attack. The attack never came, possibly due to internal conflicts within the orc tribes.


Ulgarth is a hereditary monarchy, currently ruled by King Drasna Bluemantle, the Fortunate. Drasna, a paladin of Torm who travelled the region for many years before becoming king, is a popular ruler. He is noted for his charity, even-handedness and his preference for diplomatic solutions to problems but being resolved to fight if pushed to it.

Below the king in authority are the five barons: Kevin Olwynson of Dralpur, Montar Kaspar of Kaspar, Larid Herokimal of Kelazzan, Redinald Rascalin of Surompar and Kasnchil of Surbar. They each have wide, discretionary powers to rule their baronies effectively, but the king and his agents keep a careful eye on them to make sure there is no misuse of power.

Ulgarth practices a feudal system comprising nobles, freemen and serfs. However, the lines between the groups are not strict and people can move from one tier to another through hard work or leal service.

Ulgarth has traditionally been a militant nation, but in the present it has prioritised diplomatic relations with its neighbours. Its old foe of Durpar is now a key ally as they work together against the orc tribes of the Dustwall. Ulgarth has also instigated strong trade relations with Durpar, Var the Golden, Estagund, Luiren and Halruaa. Ulgarth’s fortunes have boomed since its made spice export, mingari, has become hugely popular in the rest of Faerûn. The spice is only sourced in Ulgarth and through some limited Durpari merchants, resulting in huge profits for these kingdoms. The Halruaans, in particular, have taken to the spice with a relish and have provided Ulgarth with magical aid and trade in return for large supplies of mingari. Ulgarth is also one of the few Faerûnian sources of coffee.

Ulgarth has six standing militias, each based in one of the baronial seats. Baron Montar of Kaspar leads his troops directly, but the rest delegate military command to a trusted subordinate. The King, despite being a fine warrior in his own right, employs General Sinveri Trollkin as the commander of Ulgarth’s armies. A renegade half-drow from Dambrath, Trollkin’s skill at war is impressive.

Ulgarth has an impressive navy, based at the Panglassest, the main shipyard in the city of Kelazzan. Twenty warships are permanently assigned to defend the coast and more protect the sea lanes leading from Ulgarth to other realms. Orvyltar’s harbour is defended by three ballistae from Durpar, which have been magically enchanted by a Halruaan mage.


Torm is the most popular deity in Ulgarth, although Tymora, Lathander and Tyr also have strong followings. Ulgarth is a secular state, however, and has laws ensuring the separation of church and state. Even the current king, a paladin of Torm, follows these laws.

A map of the entire Utter East region. Please click for a larger version.

The Lands of the Utter East

South and east of Ulgarth lie lands that virtually nobody has heard of, and would not even be counted as part of Faerûn if it were not by simple default geography: the vast Yehimal forms the continental divide with Kara-Tur, so these kingdoms lying to the west of the mountains are not part of that continent, and Zakhara does not truly begin until the coast swings westwards out to Pearl Bay and the borders of the hostile Yikarian Empire, and these kingdoms lie north of that divide.

Immediately south of Ulgarth lie the Free Cities of the Parsanic. The cities of Tharkar and Whitevale, both ports on the Great Sea, are known to be part of this loose confederation; Kellesar and Esbresh may also be part of this region. The Free Cities are completely independent, although they are reliant on trade with Ulgarth, Durpar, Var and Estagund for their income.

South and east of the Parsanic lie the three linked kingdoms of Doegan, Edenvale and Konigheim.

Doegan is descended from the Ffolk, settlers from the Moonshae Isles who came to the region by magical means in 621 DR. The realm is relatively peaceful, with its capital at the pleasant city of Eldrinpar. The realm lies along the coast, a region known as the Doegan Shores.

Edenvale lies higher up in the mountains, with a river linking it to Doegan. Edenvale is also a Ffolk-descended realm. Its current ruler is Queen Rosalind.

Konigheim is the most militant of the three kingdoms and has the strongest Northman influence. The realm remains militant, most likely due to its proximity to the far northern border of the Yikarian Empire, the hostile yak-men who effectively bar overland travel between Faerûn and Zakhara. Konigheim has anomalous borders, including what appears to be lands in the far north-western corner of Sempadan Forest, despite its distance to the south-east, beyond the World Pillar Mountains. It is possible magical gateways link locations with Konigheim (and possibly Edenvale) with that region, as otherwise the distances and geographical obstacles would seem to complicate, if not prohibit, easy access and travel.

Beyond Konigheim lies the goblin Kingdom of Nix, which lies close to a glacier in the Wu Pi Te Shao Mountains.

The history of the region is obscure, mainly due to its utter remoteness. It is known that the Mar people were the original inhabitants of the region and dwelt in peace in the Utter East for millennia. That peace abruptly ended in 621 DR when ships of both the Ffolk and Northmen passed through a portal in the northern Trackless Sea and arrived in this region. The Ffolk established the kingdoms of Doegan and Edenvale, whilst the Northmen established the nation of Konigheim further south. The Northmen brutally enslaved the Mar. The Ffolk initially treated the Mar with greater respect, but after centuries of continuous border wars with the Northmen, they came to treat the Mar almost as badly.

In 648, the newcomers discovered the bloodforges, powerful magical items which could create golems. Able to summon entire armies into being which did not tire and did not need food or supplies, the result was the Bloodforge Wars, a series of massive conflicts in which golems battled one another. In 657 the wars had weakened the magical prisons of ancient fiends located under the Utter East, resulting in a rampage of demonic entities. The natives held their ground but the situation appeared to be getting out of control, eventually alarming diviners in the court of the Grand Caliph of Huzuz himself, far to the south in Zakhara.

Grand Caliph Arash bint Sanjar was unusually proactive and determined this was a long-term threat to his realm. He sent a massive armada and army to the region to remove the problem. The Zakharan army destroyed the bloodforges and used magic to banish the fiends, but also burned every city they found to remove what they saw as corruption.

The Zakharans departed and the battered kingdoms rebuilt themselves. The Ffolk granted the Mar their freedom and they became equals in their kingdoms. The Mar also launched a rebellion to take their freedom by force in Konigheim, earning the respect of the Northmen.

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Nations of the Forgotten Realms 35: Turmish

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map showing the nation of Turmish and the surrounding region.
  • Ruler: The Assembly of Stars, chaired by Lord Herengar
  • Capital: Alaghôn (pop. 75,000)
  • Settlements: Ayakar, Banathar, Bistal’s Bottom, Centaur Bridge, Daroush (0, technically abandoned), Dauntshield, Faerie Well, Five Lions, Gildenglade (48,384), Holdensword, Illowwood, Ironcloak, Ironfang Deep, Jathrin’s Jump, Karthoon, Merrydell, Moonhunt Down, Morningstar Hollows, Nonthal (12,902), Peldrathan’s Pool, Oberiner’s Well, Quorngar, Ravilar’s Cloak, Regalia, Sambryntyn, Starfall, Swordslake Creek, Tamring, Ulver’s Lance, Velorn’s Valor, Vollermore, Wyvernstone, Xorhun, Zustild
  • Population: 1,693,440 (78% human, 9% dwarf, 5% halfling, 3% elf, 2% gnome, 1% half-elf, 1% half-orc, 1% misc.)
  • Population Density: 12.41 people per mile², 4.79 people per km²
  • Area: 136,421 miles² (353,328.768 km²)
  • Military: Local militias, a strong standing navy and various mercenary companies, most notably the Call to Arms
  • Languages: Common, Chondathan, Turmic
  • Religion: Chauntea, Eldath, Helm, Lliira, Loviatar, Nobanion, Silvanus, Selûne, Tempus, Tyr
  • Exports: Glass, grain, lumber, mercenaries, salt
  • Imports: Luxury goods, metal
  • Sources: Elminster’s Everwinking Eye: Mysterious Turmish (Ed Greenwood in Polyhedron #96, 1994), Elminster’s Everwinking Eye: A Treasure Tour of Turmish (Ed Greenwood in Polyhedron #103, 1995), Vilhon Reach (Jim Butler & Ed Greenwood, 1996), The Jewel of Turmish (Mel Odom, 2002)


Turmish is a large nation on the south-western coast of the Sea of Fallen Stars, south-east of the Dragon Coast and north of the Vilhon Reach. Turmish is famed for its merchants and adventurers, who range widely across Faerûn before returning to their well-defended homeland.

Turmish’s borders are defined by the Orsraun Mountains to the west, the Mountains of the Alaoreum to the north and the Aphrunn Mountains to the south, with the Inner Sea lying to the north-east. A major highway, the Halondar, runs the length of Turmish and passes through the Halondar Vale to connect the Turmish capital, Alaghôn, to the independent city-state of Hlondeth on the Vilhon and, beyond, to Ormath and Lheshayl on the Shining Plains. West of Lheshayl the highway joins the Tethir Road which runs west to the great kingdom of Tethyr.

Turmish is a verdant and beautiful country, noted for its especially fertile soil, which is enriched by volcanic ash from the three great volcanoes on the nation’s borders; Mount Andrus to the west, Mount Ugruth to the south and Mount Kolimnis to the south-east. The Halondar is notable as the only major highway through the kingdom, with Turmish’s other settlements being linked by a confusing maze of lanes and backcountry roads. Turmish is also unusual for having only two large cities, Alaghôn and Gildenglade, although Ayakar, Nonthal and Xorhun are fairly significantly-sized towns. All of Turmish’s other settlements are villages, at best.

Turmish is also notable for having no long rivers, with the runoff from the mountains either flowing north into Starmantle Bay or south into the Vilhon Reach instead. The only exception is the Alaoreum, which flows from the Mountains of the Alaoreum into Evenstar Lake, whilst a myriad of small streams flown down from the Aphrunn range to fill the Lake of Drifting Stars. Curiously, the lakes appear to have no visible outflows, leading to speculation that they connect to the Inner Sea via underwater tunnels or water instead outflows straight down to the Glimmersea, the vast subterranean ocean that lies twenty miles under the surface.

Turmish is the only democratic republic in Faerûn, with all citizens voting for a representative on the Assembly of Stars. Other nations have scoffed at the idea, but the quality of life in Turmish is impressive and the nation is (at least currently) one of the least-warlike on the continent, only deploying its military for defensive purposes and to keep open the sea lanes.

Turmish is a multicultural country, with a large dwarven population in the surrounding mountains, halflings living along the lower Halondar and a relatively large population of pureblood elves in and around the city of Xorhun.


The Turami people were displaced westwards by the fall of the Imaskar Empire in 2488 Before Dalereckoning (BDR). The Mulan people, former slaves of the Imaskari, migrated westwards and settled both the western and eastern sides of the Alamber Sea, forming the empire of Mulhorand (east of the Alamber) in 2135 BDR and Unther (west of the Alamber) in 2087 BDR. The Mulan expanded westwards onto the fertile plains of the Akanal, where they came into conflict with the native Turami. The Turami felt squeezed between the encroaching Mulan and the empire of Jhaamdath to the west. Some remained and were absorbed into the Untheric Empire, whilst others moved west, across Jhaamdath Bay, into the sheltered lands known as the Granite Gates. The Turami were allowed to settle this region in return for swearing fealty to Jhaamdath.

Jhaamdath was destroyed in a war with the elven nation of Nikerymath in 255 BDR, which resulted in a High Magic ritual that flooded the lands to the south, forming the Vilhon Reach. The Turami people took no part in the conflict and were glad to be able to forge their own destiny. By 37 BDR, the Turami had founded the city of Alaghôn on the ruins of an old dwarven port. In 75 DR, the city was badly impacted by a plague, but local druids played a key role in purifying the water supplies and helping mitigate the plague in the surrounding lands.

In 132 DR, the mercenary commander Dempster Turmish seized Alaghôn and conquered the surrounding towns after a brief civil war. He expanded the nascent kingdom’s borders to the outskirts of Hlondeth by 145. Turmish lay side to the city, but the mercenary group known as the Company of the Howling Harpoon, aided by the invoker Riliton Mandleweave, successfully broke the siege and forced Dempster to retreat. Turmish died in 150 and his wife Florentine succeeded him. She brokered a peace and trading deal with Hlondeth and abandoned military expansionism as a policy for the new nation. Florentine herself died in 154 with no heir and the nation became divided over the succession issue. However, the Turami chose not to fall into civil war, instead embarking on a leadership competition that was to last no less than 116 years. During this interregnum, Turmish was ruled by a coalition of leaders from its various cities and townships. In 227 Turmish became aware of the existence of the dwarves of Ironfang Deep when the dwarves emerged from under the mountains to defeat the great red dragon Stormcrossing, and struck up trade and diplomatic relations with the reclusive kingdom.

The nation of Chondath launched an invasion of Turmish in 270, just as Alesam Mischwin emerged as the strongest candidate to lead Turmish. Under Alesam’s leadership, Turmish repulsed the Chondathan attack, fortified the border along the Vilhon and brokered a peace deal. Curiously, this deal saw Turmish and Chondath fight a mock war every Shieldmeet, with the two nations represented by their greatest warriors. This tradition has continued every four years without fail since 300 DR, over a thousand years ago. The next one is due next year. The mock wargames are hugely popular, with people from around the Inner Sea wagering on the outcome. The free cities of Amah, Nleeth and Reth were originally founded as training centres for these games but grew in sizeable cities in their own right.

Also in 300, the Academia Vilhonus was founded and started the custom of painting dots on the foreheads of the learned. This custom became most popular in Turmish, and continues to this day.

In 352, Alaghôn was crippled by a massive fire that destroyed its food stores, threatening the capital with famine. The rest of the nation rallied to help save the capital, but were not helped by the nobility, whose bickering over responsibility and cost made the problem worse. In 374, the House of Silvanus was founded on the island of Ilighôn. As well as its religious duties, it kept a close watch on passing ships, improving the security of ships entering the Vilhon Reach. The House quickly became the base of operations for the Emerald Enclave, an alliance of druid circles and nature worshippers which quickly spanned the entire Vilhon region and worked to stop the deforestation of the area.

In 512, Turmish was invaded by the Candlekairn clan of orcs. Three Turmishan cities were sacked and the orcs took their wealth back to their base of operations near Mount Andrus. In 517 the mountain erupted, devastating the tribe but also destroying the stolen wealth. In 522 the Emerald Enclave and elves from the Turmishan city of Xorhun appealed to Lord Arton Githsberry, then the ruling lord of Alaghôn, to halt logging operations in Turmish. Githsberry made appeasing noises, but did little to prevent the practice. By 552, the druids and elves had weakened logging efforts through peaceful protests, political campaigns and constant harassment.

In 717 Turmish fell under the control of wizards’ council known as the Windlass. The Windlass launched an attack on Cedarsproke, determined to destroy one of the two centres of power for the Emerald Enclave. The attack was a miserable failure. The Windlass tried again seven years later, this launching an attack on Ilighôn. This attack was likewise a failure and the Windlass were defeated and executed, being replaced by a merchants’ council.

In 992, Lord Saros led a military coup and seized control of the nation. He rebuilt Turmish’s fleet into the strongest on the Vilhon Reach and established a key military alliance with Hlondeth. Trade was enhanced and by 1150 Turmish’s wealth had exploded, as had its population. In 1220, Warlord Sjorn Sendreth instigated a war against the dwarves of Ironfang Deep to secure the kingdom’s resources for Turmish, but the war was a costly failure (the dwarves caused a massive cavefall to block off Turmish’s main invasion route). Turmish was almost bankrupted, until Sendreth sponsored adventuring companies to bring back treasure to the motherland. Remarkably, this plan was successful and Turmish was able to rebuild its economy over time.

One such treasure-seeking group broken into the lair of the ancient blue dragon Anaglathos and made off with a sizable part of his hoard. Anaglathos refrained from destroying the interlopers, instead tracking them back to their homeland. Anaglathos discerned Sendreth as the man responsible for despoiling his hoard. Late in 1242, Anaglathos landed outside Sendreth’s residence in Alaghôn and killed him instantly. On a whim, the dragon declared himself King of Turmish and was crowned early in 1243.

Anaglathos was an ancient dragon with tremendous knowledge of various matters but absolutely no practical experience in running a human realm. By 1247 the realm was almost beggared into penury, as the dragon demanded its wealth be given over to him entirely. Corwin Freas, a skilled warrior and mighty paladin, slew the dragon and restored hope to the realm. Corwin was proclaimed King of Turmish by popular acclaim but was uncomfortable with the role. After one year, he abdicated and abolished the throne, forming instead the Assembly of Stars and proclaiming Turmish to be a free republic, the first in Faerûn. Corwin then retired. In 1254 there was an attempted coup in Alaghôn to destroy the nascent democracy, but Corwin came out of retirement to defeat the ringleaders, although he lost his own life in an assassination attempt. Turmish’s government survived and prospered.

In 1369 Turmish was briefly cut off from the Inner Sea when the Twelfth Serôs War erupted below the waves. Before he was done, Iakhovas the Taker had plunged the Inner Sea nations into chaos, wiped out the entire population of the Whamite Isles and caused enormous bloodshed. He was defeated in battle at Myth Nantar and teleported into the Trackless Sea (where he was later defeated for good). After the war ended, the Emerald Enclave claimed the now-empty Whamite Isles for their own and began to encourage fresh settlement of the archipelago.

In 1370, the dread mohrg Borran Klosk was freed from a long imprisonment under the Temple of the Trembling Flower in Alaghôn. He summoned an army of drowned ones to his aid and attacked the rest of the city, but was defeated by the Emerald Enclave.


Turmish is unique amongst all Faerûnian nations by not having a single ruler or an appointed mercantile or noble council. Instead, the nation is governed by the Assembly of Stars, a democratically-elected body. Representatives are chosen from across the realm and sit in the Assembly building in Alaghôn.

In theory, anybody can run for the Assembly. However, farmers and other workers usually lack the time, so members of the Assembly tend to be those with the free time to be able to spend campaigning: nobles, wizards, some clerics and merchants. With trade being Turmish’s lifeblood, unsurprisingly merchants make up a majority of the seats on the Assembly, though not all.

The Assembly Speaker, known as the Lord of Turmish or First Lord of Turmish, represents Turmish in dealings with overseas powers and in times of war can take emergency action to protect the realm. Lord Herengar, former head of the Call to Arms mercenary company, is the current Lord of Turmish, a level-headed and practical ruler.

Turmish has been a warlike nation in the past and maintains an impressive fleet to defend its coasts. It has, on occasion, worked with other maritime Inner Sea nations like Cormyr, Sembia, Impiltur and Aglarond against the activities of the Pirate Isles. The pirates try to avoid antagonising Turmish too much, as Turmish is the nearest major power to the centre of the Pirate Isles and could make an excellent base for any attempt to destroy them for good. Turmish today is a much more peaceful nation and maintains only small standing militias to defend individual towns. It does maintain several large mercenary companies which can help protect the nation at need.

Turmish is friendly with the Emerald Enclave, a powerful organisation consisting of druids and worshippers of Silvanus. The Enclave has multiple bases of operations, including Cedarsproke in the Gulthmere Forest to the north-west of Turmish and the island of Ilighon to the north-east (the Enclave also controls the neighbouring islands of Ixinos and Wavecrest and has recently resettled the Whamite Isles). The Enclave works to protect nature in the Vilhon Reach region.

Turmish also enjoys a very long alliance with the city-state of Hlondeth on the Vilhon itself. Remarkably, the yuan-ti of Hlondeth have held fair to their side of the alliance and not attempted to infiltrate or destroy Turmish. The two powers are also aligned with the free city-states of the Vilhon in a not-so-subtle alliance to resist the power of Chondath along the south coast of the reach (an alliance that also includes Sespech, despite the latter’s wariness of the yuan-ti). Turmish and Chondath directly have a pretty good relationship, foreswearing war in return for wargames and exercises that the two nations have practice every Shieldmeet without fail for 1,071 years. So far there have been 268 such games, with the 269th due to take place next year.

Turmish follows the Code of Enlil, a civic code set out by the god Enlil of the Untheric pantheon. Unther and Chessenta also follow the Code, and Turmish picked up on the idea after its founding. The Code is unusual in that it gives the right of reply and fair trial to anyone accused of a crime that would result in their execution.

Turmish’s code of laws, right of reply for commoners and democratic institutions have baffled other Faerûnian nations, who confidently predicted that Turmish would collapse into total anarchy within a few years. More than a century later, the nation is prospering under its anarchic-seeming process, worrying some rulers who fear what might happen if their own people also start getting ideas about ruling themselves.


Turmish values the worship of the gods of nature, such as Chauntea, Eldath and Silvanus, patron of the Emerald Enclave. Its strict code of laws also makes Tyr a popular deity. Nobanion has a large following in Turmish, considering his relative obscurity elsewhere. The darker gods have little pull in Turmish, although Loviatar does have a strong underground following. Turmish’s mercenary companies venerate Helm and Tempus in particular. Surprisingly, given the importance of trade in the nation, Waukeen and Tymora only have limited followings.

Turmish lawmakers venerate the code of laws left behind by the Untheric deity Enlil. However, Enlil himself fled Realmspace in 734 BDR and has not been seen since, and does not respond to prayers from his faithful. Such respect is thus historical in nature, not religious.

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Nations of the Forgotten Realms 34: Thesk

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of the country of Thesk. Please click for a larger version.
  • Ruler: Merchant council
  • Capital: Effectively none, but Telflamm (pop. 23,361) exerts tremendous influence over Thesk, whilst Phsant is the largest country within the nation
  • Settlements: Culdorn, Ethvale, Fullpoint, Hill Town, Inkar, Milvarune (6029), Nyth (11,501), Phent, Phsant (21,564), Tammar (3594), Thassalra, Two-Stars (4854), Tezir-on-the-Marsh (Ethdale, Gref’s Ferry and Culmaster hold fealty to Telflamm)
  • Population: 855,360 (85% human, 8% gnome, 6% orc, 1% misc.)
  • Population Density: 5.10 people per mile², 1.97 people per km²
  • Area: 167,745 miles² (434,457.556 km²)
  • Military: Mercenary companies, some local militias
  • Languages: Common, Damaran
  • Religion: Chauntea, Cyric, Mask, Shaundakul, Tymora, Waukeen
  • Exports: Food, gnome goods, iron, Kara-Turan goods
  • Imports: Gold, horses, trade goods
  • Sources: Spellbound (Anthony Pryor, 1995), Unapproachable East (Richard Baker, Matt Forbeck, Sean K. Reynolds, 2003)


Thesk is a mercantile trading nation located west of Ashane, the Lake of Tears, and east of the Sea of Fallen Stars. Thesk straddles the Golden Way, one of the two major trade arteries of eastern Faerûn (along with the Road to the Dawn in Mulhorand) and has grown immensely rich on the transcontinental trade routes to Kara-Tur and the Shou Lung Empire.

Thesk’s borders are not well-defined, but broadly speaking run from the Forest of Lethyr in the north to the south-eastern foothills of the Dragonjaw Mountains in the south. The open countryside further south, the Singing Sands, are part of Aglarond. To the east, the shores of Lake Umber are claimed by Thay. The border of Thesk runs east to near Lake Umber and then north around the curving walls of the First Escarpment of Thay, then along the River Sur to where it flows into Lake Mulsantir. The western shores of Lake Mulsantir and Ashane then form Thesk’s north-eastern border.

The western border is formed by the coastline of the Sea of Dlurg, the Inner Sea and Easting Reach, except the broad stretch of land between the rivers Flam and Eth which are claimed by the nominally independent city-state of Telflamm and its vassal towns of Ethdale, Gref’s Ferry and Culmaster. The town of Nyth is Thesk’s north-western-most outpost, although it is effectively cut off from the rest of the realm by Telflamm’s territory.

Thesk is less of a coherent single kingdom that an alliance of quasi-autonomous cities that have joined together for mutual defence. The largest such city, and sometimes counted as the realm’s capital, is Phsant. The other major members are Phent, Tammar, Two-Stars, Milvarune and Nyth.

Thesk has an anomalous and sometimes confusing relationship with Telflamm, a large city-state on Easting Reach. Telflamm is easily the largest city in the region, is frequently labelled as a city of Thesk and often called its capital, despite being independent of Theskan control. However, Telflamm acts as the major port for cargo travelling along the Golden Way, the highway starts in the city and Thesk’s prosperity relies in great part on the goodwill of the Prince of Telflamm and his merchant advisors in how they set tolls and fees. At times the Prince exerts such authority over the other merchant lords of Thesk that he is effectively the head of state for the nation; at other times the two polities act with complete independence from one another. It has been suggested that the Prince of Telflamm could probably take effective control of Thesk if he so wished, but really cannot be bothered.

Thesk’s north-eastern territory is known as Ashanath, and consists of a vast, windswept wilderness and harsh, cold plains extending between the shores of Ashane and the eastern eaves of the Forest of Lethyr. On some maps Thesk’s borders are shown as encompassing all of Ashanath as far north as Lake Murthil; in reality, there are no Theskan towns or cities of note north of Two-Stars, and such hamlets or villages as exist in this region are completely independent. The region of Ashanath is divided between uninhabited wilderness and stretches located within the borders of both Thesk to the far south and Narfell to the far north.

Thesk is an unusually multicultural nation. Humans make up the bulk of the population but there is a strong gnome populace, particularly in the Dragonjaw Mountains, where a friendly family of copper dragons also resides. Isolated numbers of dragonkin can also be found. Central Thesk is also home to numerous orcs, members of the army that Zhentil Keep left behind to help guard against a Tuigan resurgence. Subsequent troubles for the Zhentarim meant these orcs have been more or less forgotten about, and other orcs have arrived from across Faerûn to bolster their numbers. Remarkably, these orcs have taken to more civilised pursuits, finding gainful employment in mines in the Thesk Mountains, as well as caravan guards along the Golden Way. Orcs are often found in taverns and markets in Theskan cities behaving no worse than any other citizen.

Thesk is also home to not-insignificant numbers of Shou, both traders from the Empire who have remained behind to open markets in Faerûn and a successive wave of immigrants searching for new opportunities in the lands to the west. Even some Tuigan can be found in Thesk, survivors of Yamun’s army who were unwilling to make the long trek back to their homeland and have found new employment as guards or bandits.

Until recently Thesk has been an obscure and almost unknown nation, but its fortunes have risen due to the opening of the transcontinental trade routes. Thesk was also the site of the final battles of the great Tuigan War of 1359-60 DR, and saw the defeat of the Tuigan army outside Inkar. Since the end of the war, Thesk has enjoyed much greater and more profitable trading relationships with the nations that came to its rescue, particularly Cormyr across the Inner Sea.


In ancient times, Thesk was considered too windswept and barren for settlement. The Mulhorandi expanded north-westwards to envelop all of the Plateau of Delhumide in their empire, but did not proceed further, instead fighting several inconclusive wars with the Rashemi people to the north and then holding their borders.

After the Orcgate Wars concluded with the Battle of the Gods in 1071 BDR (Before Dalereckoning), a group of ex-mercenaries founded the realm of Ashanath along the western shores of the Lake of Tears in 1064 BDR. Some of their fellows established territories in the Great Dale to the west. By 946 BDR the Nentyarch Thargaun Crell had unified all the tries of the Great Dale into the founding clans of Narfell. Ashanath resisted and was destroyed. Narfell expanded west to the Easting Reach and south to encompass all the lands today controlled by the Great Dale and some of northern Thesk. In 160 BDR, Narfell was destroyed in the Great Conflagration with its neighbour Raumathar, and the scattered remnants of the Nar tribes moved far to the north. Thesk was left uninhabited once again.

By 800 Dalereckoning, citizens of Impiltur, tiring the nation’s constant wars against the demons striking out of the Rawlinswood, moved south and east across Easting Reach, settling the coastlands almost as far south as Aglarond, or Velprin as it was in those days. Scattered homesteads, isolated farmlands and small towns were established between 800 and 850.

In 917, an enterprising and well-funded merchant from Impiltur, Windyn Balindre marched from the Inner Sea to Lake Mulsantir in search of a trade route to the furthest east. He negotiated passage across Rashemen and then through the northern-most arm of the Sunrise Mountains (the High Country) onto the plains of Taan. Remarkably, he was able to strike a route across Taan, through the Quoya Desert and to the gates of the Dragonwall. In 920 he returned to Lyrabar laden with silks and spices, becoming the talk of the city. He founded the Royal Company of Shou Lung, obtaining a royal charter from King Peverel to back his efforts to establish regular trade with the far east.

By 925, the Royal Company of Shou Lung had established a number of waystops and supply posts along the route from the coast to Taan. The largest and most important of these was a permanent port on the coast, between the rivers Eth and Flam. However, the death of King Peverel with no issue in 924 had plunged Impiltur into instability and chaos. By 926 the Royal Company of Shou Lung had relocated to the burgeoning new port on the Easting Reach, which Windyn Balindre named Telflamm, with himself as its first Merchant Prince. Nominally, the city retained ties with Impiltur.

Almost immediately, in 927, the thieves’ guild known as the Shadowmasters were established in Telflamm. The guild was unusual in that that instead of merely worshipping Mask, God of Thieves, they dedicated themselves fully to his tenets, becoming as much a religious organisation as a criminal one.

In 958, the next-largest supply post along the new trade route had grown large enough to become a city in its own right, and was named Phsant. Other trade towns, including Phent, Inkar and Tammar, soon followed. By 1038 the Great Glacier had retreated from Damara in the north, sparking renewed settlement of that region and the start of trade goods flowing south to the Easting Reach, further enriching the region through increased economic development.

The collapse of Mulhorandi control north of the River of the Dawn and its replacement by the bellicose new nation of Thay in 922 sparked concern in Telflamm, but the new kingdom took some time to begin moving in their direction. In 1086 Thay captured the towns of Nethjet and Nethentir on Lake Umber, and in 1110 launched a brief invasion towards Phent. The towns and cities of the region allied with Telflamm and Impiltur to turn back the invasion. Around this time the region of Thesk became the country of Thesk, with the city-states unifying for mutual protection. Telflamm’s role in this alliance became debatable, as it drifted back and forth between being a vassal of Impiltur, part of Thesk and an independent city in its own right.

In 1099, there was a renewed push to open trade routes from Faerûn to Kara-Tur, and by this date the trade route from Telflamm to Shou Lung had become known as the Golden Way.

In 1177, Princess Delile Balindre finally renounced all of Telflamm’s ties with Impiltur and declared Telflamm to be an independent city-state.

By 1351, Thay had established good diplomatic relations with Telflamm and established an embassy and trade concession in the city, to the concern of some locals. However, it was deemed worth the risk to discourage Thayan interests in an invasion of Thesk.

In late 1359, the Tuigan armies of Yamun Khahan invaded Thay, allied with the Red Wizards and then invaded Rashemen. Despite initial successes, the Tuigan were eventually driven to the shores of Lake Ashane and may have been destroyed had the Red Wizards not intervened to open a dry path across the lake to allow the Tuigan to escape. This left almost 100,000 Tuigan troops on nominally Theskan soil, albeit a remote part of the nation.

Thesk appealed for aid to the rest of Faerûn. Fortunately, it found a willing listener in King Azoun IV of Cormyr. A year earlier, King Azoun had been in Dhaztanar in Semphar when the Tuigan began their massive, continent-spanning war and was deeply concerned about the threat they might pose to Faerûn. Even as the Tuigan moved into Rashemen, Azoun was busy calling in every diplomatic favour he could to assemble an army large enough to meet the Tuigan in battle before they could reach the Inner Sea. Azoun was surprised at the success he had, with the dwarves of Earthfast, the rulers of Zhentil Keep and the rulers of Sembia, the Dalelands and Impiltur agreeing to commit troops to the operation. Additional mercenary forces were hired, and Azoun committed a large detachment of Cormyr’s own Purple Dragons and War Wizards to the operation.

The Tuigan had been delayed by the notoriously poor weather in Ashanath, which had prolonged their winter stay, but they had also started moving. They began moving on Tarsakh 17th, taking Tezir-on-the-Marsh eight days later and Two-Stars on Mirtul 17th.

More than 30,000 troops from across Faerûn landed in Telflamm and by Kythorn 8th were swiftly marching up the Golden Way. On Kythorn 15th the Tuigan encircled the town of Tammar, compelling its immediate surrender, and immediately marched on Phsant. Phsant, a much larger and more heavily defended city, was besieged.

On Kythorn 24th the Alliance army reached Inkar and established a camp outside the city. The two sides agreed to a parlay, meeting on Flamerule 2nd. Azoun suggested that the Tuigan take the loot they had so far secured (which was considerable) and return home. Yamun refused. Yamun was particularly unimpressed with the Alliance army, which he outnumbered at least two-to-one and possibly three-to-one, although he was intrigued by the various nonhuman creatures who fought alongside it, particularly the thousands of orcs sent by Zhentil Keep under the command of their charismatic General Vrakk. Azoun believed that the Alliance’s mages would tip the balance against the Tuigan, possibly unaware that that Tuigan shamans and various allied spirits had so far defeated the magic of the Dragonwall, the Shou wizards and briefly humbled the Red Wizards and Wychlaran of Rashemen. However, the Tuigans’ own magical resources had been sapped by the long war and its troops had suffered grievous losses over the previous year, with only a third of their original numbers remaining following the battles in Semphar, Khazari, Shou Lung, Thay and Rashemen.

The First Battle of the Golden Way was fought outside the city of Phsant on Flamerule 3rd, 1360 DR. The initial stage of the battle was successful, with Azoun’s troops using both superior ranged weaponry and magic to inflict massive casualties on the Tuigan side. However, several Heartland cavalry commanders, believing their heavy horse would chase these barbarians’ light steeds from the field with barely an effort, mounted a charge without Azoun’s command. The Tuigan drew the Alliance cavalry into a trap and almost wiped it out completely. Only Azoun’s steadfast leadership and, to his surprise, the steel battle discipline of Vrakk’s Zhentilar orcs prevented a rout. The late arrival of the dwarves of Earthfast turned the tide. The Tuigan dispatched a cavalry force to wipe out the arriving dwarves and were quite unprepared for the dwarves’ devastating crossbow volleys, followed by forming tightly-packed pike squares which obliterated the Tuigan horse with ease. The dwarven squares then marched into the melee and acted as the anvil to the orcs’ hammer, squeezing a large chunk of the Tuigan army between the two and destroying it. Yamun, sensing the tide had turned, managed to withdraw the rest of his army in good order.

The battle had been somewhat inconclusive, with the Tuigan failing to unseat the Army of the Alliance from its position. However, the battle had turned into exactly what Azoun had tried to avoid, a battle of attrition. The result of the tally was that the Tuigan had suffered over 30,000 casualties to the Alliance’s 15,000, but the Tuigan could afford to lose a third of its army to crush almost half of the Alliance. The loss of the Alliance’s heavy cavalry was a serious blow. However, the Alliance’s heavy infantry had not suffered any significant losses at all, and both the orcs and dwarves had make an excellent accounting of themselves. The Tuigan’s ability to absorb and negate magic also seemed to have reduced from early battles.

The Alliance army pulled back west to near Inkar, where two thick forests closed in on the Golden Way. The army established a new defensive line and the dwarves set to digging thousands of holes across the road. Illusionists then masked the holes with magic.

On Kythorn 5th, 1360, the Tuigan attacked once more. Exploratory skirmishing began, with the Tuigan trying to burn out the forests to stop any flanking manoeuvres and the Alliance mages summoned water magic to extinguish the fires and start turning the field into a muddy quagmire which would prevent the Tuigan horses from charging. Yamun realised he had a narrow window to employ the Tuigan cavalry advantage so launched a massive charge on the Alliance position. Realising the khahan was personally leading the attack, Azoun’s wizards created a magical bridge over the holes in the field and then collapsed it behind Yamun; the Tuigan leader and his bodyguard thus crashed into the Alliance lines whilst thousands of Tuigan troops and horses behind them were killed in a massive crush as the front ranks fell into the holes across the battlefield. Azoun and his handpicked bodyguard of 200 men engaged Yamun’s elite and slaughtered them, Azoun himself ending the khahan’s life.

At the news of the khahan’s death, the Tuigan horde broke apart into several bickering factions and retreated east. It appeared their plan was to return to the Tuigan homeland to pick a new leader and then return, but this never came to pass. The sons of Yamun fell to infighting and the tribes conquered by the Tuigan years earlier rebelled. Many of the retreating Tuigan were killed as they tried to re-cross Rashemen to get back home, though some did eventually escape via Thay or going the long way around north via Narfell.

For Thesk, the victory saved the nation. The destroyed towns were quickly rebuilt, and the grateful nation established new, generous trade alliances with Cormyr, Sembia, Impiltur, Earthfast and Zhentil Keep. The Theskans particularly honoured King Torg mac Cei, Ironlord of Earthfast, who gave his life in the Second Battle of the Golden Way to ensure victory. However, the orcs of Zhentil Keep had been ordered to remain in Thesk and establish a Zhentarim outpost in the kingdom. The Theskans cautiously agreed to this, whilst Azoun hoped he had not delivered Thesk from the Tuigan only to give them to the Black Network. Fortunately, this was not the case, and the Zhentarim orcs soon became integrated into Theskan life and society. As the Zhentarim became distracted by various issues at home, they almost forgot about the orcs, who for their part seemed happier to align themselves with a friendly and even grateful nation that was happy to pay them for honest work.

Within a few years, the Golden Way had been fully reopened and gold started flooding into Thesk’s coffers once more. There were still problems, though. In 1362 Thay’s armies crossed into Theskan territory and then swung north-east to approach Lake Mulsantir. Thesk readied its armies, but the Thayans avoided attacking any Theskan troops or towns, instead using Theskan territory to try to springboard an invasion across Ashane into Rashemen. The attempt was defeated by the Wychlaran.

In 1364, the Sharkjaw pirates of the Inner Sea launched a surprise attack on Telflamm, securing the port and then the palace. Telflamm’s militia was unable to fully dislodge them. Mercenaries and troops from across Thesk responded, but it was the activity of the Shadowmasters which finally unseated the pirates. The priest-thieves of Mask undertook clandestine assassinations of the pirate leaders, trapped them in festhalls which were then burned down and carried out a brutal, ugly war of cloak and dagger in the shadows. By the end of the process, the Sharkjaws had been annihilated and Telflamm returned, nominally, to the control of the Merchant Prince. But the Shadowmasters let it be known to the prince  who he had to thank for his salvation, and it was a debt they fully intended to collect.


Thesk is a loosely-governed nation, with each city-state having its own individual governmental structure. Each city choses a representative, and all of the representatives then meet once a year in a different city to discuss matters of common import. If an emergency situation arises, the representatives gather more quickly (usually by magical means). The cities of Nyth, Phent, Phsant, Tammar, Two-Stars and Milvarune, and the smaller settlements of Thassalra, Ethvale and Tezir-on-the-Marsh are usually represented at such councils. A representative of Telflamm also attends, and sometimes representatives of the nation’s orc and gnome populations if they have matters to raise with the rulers.

Thesk has no capital city as such, but Phsant nominally fulfils that role as the largest city within Thesk, and Telflamm is sometimes used as a meeting place and fallback position given both its location on the Inner Sea and its substantial size.

Thesk enjoys good relations with Aglarond, Rashemen and Impiltur, and excellent relations across the Inner Sea with Cormyr, Sembia and Zhentil Keep. Its relations with Thay used to be quite frosty, but in recent years Thay has invested in an embassy in Telflamm and improving trading relations. The Thayans using Theskan territory without permission to attack Rashemen nine years ago has not been forgotten, but the fact that Thesk is militarily the weakest of the four nations surrounding Thay and the most likely to fall should Thay ever launch a concerted attack is also well-understood in Thesk, which tempers expectations of how the relationship should develop.

Spearmouth Dale, to the north of Phsant, is technically part of the Great Dale but enjoys good relations with the city of Phsant, with Lord Thellblade engaging in significant trade with the city. Mettledale, further to the north-east, has fallen under the rule of a tyrannical mage named Vosthor who rules over the dale with an army of cutthroats and thieves. The rulers of Phsant and Tammar have complained about Vosthor’s conduct to the Nentyarch of the Great Dale, but to little avail so far.

Thesk has complex relations with Telflamm, with the general feeling that Telflamm should “cast the spell or stop gesticulating,” with regards to its on-off status as part of Thesk or not. In past years the rest of Thesk was wary about being dominated by Telflamm, but with Phsant growing rapidly into a viable rival to Telflamm’s power and Milvarune and Nyth developing as alternative ports, that fear is no longer as pressing, and Telflamm’s economic might and riches would be considered great assets to the fledgling nation.

Thesk has no standing army as such, but each city maintains a small, well-trained militia, and the presence of thousands of battle-hardened orcs who have agreed to fight for Thesk if the need arises again is, oddly, reassuring. Thesk also has one ace in the hole in the form of the copper dragon Filauxerimos and his family who lair on Cape Dragonfang and have developed good relations with Thesk and could come to the nation’s aid in dire need, although some believe that the dragon is too fickle and his understanding of the urgency of non-draconic affairs is limited to be a reliable ally.

Thesk does have one significant internal threat: the Shadowmaster guild has spread from Telflamm to have chapters in most settlements of the realm. The guild is busy manipulating affairs in the country from behind the scenes to its own, inscrutable purposes.


As a mercantile nation, Thesk is strong in its devotion to Waukeen, Goddess of Trade and Wealth, and Tyrmora, Goddess of Luck. Thesk’s wide-open plains are home to many farmsteads, so Chauntea is also venerated. Thesk is often the jumping-off point for great journeys and adventures into the vastness of the east, so Shaundakul, patron of travellers and explorers, is also a popular god.

Thesk does have a darker side though, with an underground religious movement dedicated to Cyric present, and the Shadowmasters are strong in their devotion to Mask, though some are believed to have also flirted with worshipping Shar, Goddess of Shadows, instead.

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Nations of the Forgotten Realms 33: Thay

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of Thay and the surrounding lands. Please click for a larger version.
  • Ruler: The Council of Zulkirs
  • Capital: Eltabbar (pop. 123,120)
  • Settlements: Amruthar (41,040), Anhaurz, Ankhur, Belizir, Bezantur (136,800), Delabbar, Denzar, Escalant (28,728), Ezreket, Hurkh, Keluthar, Mophur, Murbant (5000), Nethentir (1872), Nethjet, Nurethretos, Pyrados (50,000), Sefriszar, Sekelmur, Solzepar, Surag, Surthay (17,784), Szul, Thasselen (10,000), Thazrumaros, Tyraturos (58,000), Umratharos, Whitebranch (800), Zolum
  • Population: 4,924,800 (62% human, 10% gnoll, 10% orc, 8% dwarf, 5% goblin, 4% halfling, 1% misc.)
  • Population Density: 13.99 people per mile², 5.40 people per km²
  • Area: 351,777 miles² (911,098.247 km²)
  • Military: The Gnoll Legion, the Griffon Legion, the Undead Legion, hundreds of Red Wizards skilled at battle magic, various allied orc tribes, some mercenary forces
  • Languages: Common, Dwarven, Goblinoid, Gnoll, Halfling, Mulhorandi, Orc, Thayan
  • Religion: Bane, Cyric, Gargauth, Kelemvor, Kossuth, Loviatar, Malar, Shar, Talona, Umberlee, the Mulhorandi pantheon (among the Mulan and slaves)
  • Exports: Artwork, fruit, grains, jewellery, magic items, scriptures, timber
  • Imports: Iron, magic items, monsters, slaves, spells
  • Sources: Dreams of the Red Wizards (Steve Perrin, 1988), Spellbound (Anthony Pryor, 1995), Unapproachable East (Richard Baker, Matt Forbeck, Sean K. Reynolds, 2003)


Some nations in Faerûn have a reputation for corruption, such as Calimshan, or for being strict places to live, like Dambrath. But none has the forbidding reputation for evil and danger as much as Thay.

Thay is located in the east of Faerûn, with its back to the Sunrise Mountains and the endless-seeming plains of Taan beyond. It occupies the immense Plateau of Thay, a highland region extending westwards from the mountains which drops from the tall peak of Thaymount down towards sea level not in gentle, rolling countryside or hills, but through jagged, sheer escarpments. These escarpments, punctured here and there by switchback roads or rivers dropping down the cliffs as rapids or sheer waterfalls, are almost impossible to summit without magical aid, giving Thay an almost impregnable set of borders. However, they can also act as a prison, making it very difficult to get out of Thay, which given the nation’s vast number of slaves works in the government’s favour.

The nation extends westwards to the Umber Marshes on the border with Aglarond and north to Lake Mulsantir and the Gorge of Gauros, which collectively form the border with Rashemen. The Surmash in the north-west and the River Sur form the border with Thesk. Thay’s southern borders extend down from the escarpment to incorporate the northern coast of the Alamber Sea along the plains known as the Priador. The River of the Drawn forms the border with Thay’s former imperial master, Mulhorand, in the south-east. Until recently, Thay also secured control of the island fortress known as the Alaor, but lost control of the island to Mulhorand after it was devastated in a tidal wave. Thay is inevitably planning to retake the island, but is also wary of the costs of a larger war with the resurgent Mulhorand.

Unbeknown to Thay, a hidden realm lies on its doorstep. The rock gnome nation of Songfarla has endured in and under the Sunrise Mountains for millennia. Powerful illusions blanket the realm and its numerous tunnels and caverns, preventing the Thayans from discerning its existence.

Thay’s capital city is Eltabbar, located near the centre of the nation on the shores of Lake Thaylamber. Its largest and most important city is the port of Bezantur, one of the largest cities on the Inner Sea (outsized only by Skuld, Unthalass and Gheldaneth). Amruthar, Tyraturos, Pyrados and Surthay are also important administrative centres. Thay’s most remote large city is Escalant, which was captured by Thay during the Salamander War, and remains vulnerable to a rebellion.

Thay is a former province of Mulhorand, known as Delhumide, that rebelled over four and a half centuries ago under the leadership of a magical cabal known as the Red Wizards. However, the realm’s newfound freedom was quickly lost as the Red Wizards formed a strict, authoritarian government. The Red Wizards have ruled the nation with an iron fist ever since, their power augmented by alliances with orc and gnoll tribes in the mountains, otherplanar entities and the liberal use of the undead in their armies. The average citizen of Thay has a small degree of freedom (unlike the slaves, who have none), but the merest hint of insurrection is crushed with overwhelming, brutal force.

Thay’s international image is poor, and the nation has launched countless attempts to invade or annex all of its neighbours at one point or another. Some Thayans have recently shown signs of wanting to change Thay’s image abroad, forming strategic and tactical alliances with other groups across the continent and focusing on a new idea of magical mercantile trade, but it is slow going.


The region today known as Thay was once called Delhumide, a vast area of highlands, plains and cold mountains lying on the northern fringes of the Mulhorandi Empire. It was settled and colonised by Mulhorand circa 1500 BDR (Before Dalereckoning).

In 1087 BDR, the Theurgist Adept Thayd, the Last Apprentice of Imaskar, rebelled against Mulhorand. He conquered Delhumide and was poised to invade Mulhorand’s heartlands before he was defeated. Thayd was executed, swearing vengeance. Unbeknown to the Mulhorandi, Thayd had established a vast portal to the homeworld of the formidable grey orcs. In 1081 BDR the orcs discovered the portal and mounted a massive invasion of Toril.

The Mulhorandi allied with Unther and defeated the orcs in the Orcgate Wars (1081-71 BDR), though only at immense cost. Multiple Mulhorandi and Untheric deities were slain in the process along with many thousands of troops, but the alliance was victorious and Mulhorand re-established control of Delhumide.

The area remained stable for almost two thousand years, until the cult known as the Red Wizards rose to prominence in the late 9th and early 10th century of Dalereckoning. The origins of the Red Wizards are obscure, some believing they were a minor cult of Halruaa exiled from that land centuries earlier for the misuse of magic, others that they arose spontaneously from within Delhumide’s slave underclass.

Whatever the case, the Red Wizards desired freedom from Mulhorandi rule and found willing allies among the religious cults and the slave underclass, who chafed under the rule of the administrative governor. In 922 DR, the Red Wizard Jorgmacdon struck a deal with the powerful tanar’ri Eltab (who had played a role in the fall of the ancient empires of Narfell and Raumathar) and the demon led the destruction of most of Mulhorand’s occupying army. Eltab was severely tested in the process, and weakened so much that the Red Wizards were able to imprison Eltab in a cunning trap.

The city of Delhumide was completely levelled and the Red Wizards and the people of Delhumide completed the rout of the Mulhorandi forces, fortifying the River of the Dawn against their return. Ythazz Buvaar was acclaimed as the leader of the rebellion, a powerful Red Wizard with significant magical skill. The Mulhorandi did not take the defeat lying down and the Pharaoh of Mulhorand took the field directly, seeking to inspire his troops through his divine presence. This failed to impress the Red Wizards, and no less than three pharaohs of Mulhorand fell during the single year of 922: Mahorustep I, Horustep II and Ramenhorus II. Mulhorand subsequently abandoned the campaign, unnerved by the ability of the Red Wizards to neutralise their supposedly immortal god-kings.

By 932, the Red Wizards had captured the city of Kensten on the Alamber Sea, which they renamed Bezantur and turned into their largest city and most important port. However, they also built a custom-designed new capital called Eltabbar, located near the centre of the nation on Lake Thaylamber. Unbeknown to anyone outside the senior ranks of the organisation, the city was actually a gigantic sigil which acted as a prison for Eltab.

The people of Delhumide hoped for a better life free from Mulhorandi rule, and were promised as much by the Red Wizards. However, within just a few years they realised they had merely swapped the theocratic rule of the Mulhorandi for the magocratic rule of the Red Wizards. In almost every respect, their lot worsened rather than improved, as the Red Wizards brooked no challenge to their authority and enforced their edicts with magic and undead servants. Several attempts slave rebellions against the new rulers were crushed without mercy.

The Red Wizards fortified their borders and quickly managed to antagonise almost all of their neighbours. They launched their first invasion of Rashemen to the north as soon as 934 but were soundly defeated by a combination of the berserker Rashmi warrior spirit and the magic of the Wychlaran, the famed Witches of Rashemen. Thay’s use of inexhaustible undead on the offensive was matched by Rashemen’s use of immortal elemental spirits on the defensive, allowing both nations to effectively fight massive wars with surprisingly low casualties on both sides.

In 976 Mulhorand attempted to retake Thay by invading across the River of the Dawn, but their unimaginative tactics and inability to counter Thay’s magic resulted in a sound defeat. By 1020 Thay had developed unique forms of fire magic which made it even more dangerous. The following year, the Red Wizards’ efforts to infiltrate other parts of Faerûn had been detected and opposed by the organisation known as the Harpers, resulting in a series of major skirmishes with Those Who Harp in the Dalelands.

By 1030, the sometimes-anarchic infighting amongst the Red Wizards had been quelled by the establishment of the Council of Zulkirs. However, the establishment of the council was not universally welcomed and some Red Wizards broke away at what they saw was overreach by senior members. The resulting civil strife within the organisation was not fully quelled until 1074, when the last renegade group of Red Wizards was destroyed. Ythazz Buvaar was proclaimed the First Zulkir, but he soon grew bored of politics and retired to Bezantur to pursue his magical research.

In 1098 Thay launched a huge invasion of Mulhorand, seeking to either conquer its former master or at least start expanding its borders down the eastern shores of the Alamber Sea. However, it misjudged Mulhorand’s competence on the defensive and was defeated at the Battle of Sultim.

In 1104 Szass Tam was born. In childhood he showed a staggering aptitude for magic, and was quickly inducted into the ranks of the Red Wizards. His skill with death magic was particularly impressive and he was inducted into the School of Necromancy. In 1157 he slew the Vampire Zulkir, Nyressa Flass, and took her position as the Zulkir of Necromancy. In 1159 he transformed himself into a lich after sustaining mortal battlefield wounds during an attempted invasion of Rashemen. In 1201 Tam allied with Narvonna Kren and Nymor Thrul, the zulkirs of invocation and illusion, to launch an ambitious invasion of Aglarond, by pinning their army on the Watchwall and then outflanking to the south via the Yuirwood. Tam played his part perfectly but his allies’ incompetence saw the invasion turn into a fiasco. Tam was so furious that he killed Thrul outright. Aglarond subsequently fortified the Yuirwood, invoking the magical defences of the Yuir to make an future attack via the Yuirwood as doomed as direct assaults on the Watchwall.

In 1232, Szass Tam intervened in the Harpstar Wars between the evil malaugrym and the Harpers, executing the so-called “Harper King,” the lich Thavverdasz, for infringing on what Tam saw as his area of control. Tam toyed with the idea of continuing the war against the Harpers, but was dissuaded when he directly faced Elminster in spell-battle and was soundly defeated. This began a lifelong enmity with the Old Sage and the Harpers that continues to this very day.

Thay’s attempts to conquer the region continued, and continued to fail. In 1192 Thay was defeated by Aglarond in the Battle of Singing Sands. In 1197 Thay was again foiled in an invasion of Aglarond at the Battle of Brokenheads. In 1260 Aglarond launched an ill-advised offensive against Thay, with King Halacar’s army overrunning Thay’s defences simply due to the unexpected ferocity of the attack. Thay crushed the Aglarond army at the Battle of Lapendrar.

In 1280 Thay launched a long-planned invasion of Mulhorand by land and sea, backed up by formidable magical might. The city ofSultim fell during the first part of the invasion and the Thayan forces advanced into the Mulhorandi heartlands. However, Thay failed to discriminate along the nebulous border between Mulhorand and its sometimes-vassal of Murghôm to the east, and sacked and destroyed several Murghômi villages. As a result, when the Mulhorandi army assaulted the Thayan force from the south, the Thayans were surprised to find the vengeful Murghômi army attacking from the east. The Thayan force barely avoided complete destruction and was forced to return to Thay, lacking the manpower to even hold Sultim.

In 1320 the Simbul became the Queen of Aglarond. An implacable foe of Thay whose magical might even exceeded that of Elminster, her very presence in Aglarond dissuaded many Thayan schemes and invasions against that nation. For a time Thay experimented with other stratagems, such as a plan to take control of important people across the continent via their dreams. This plan was discovered in 1323 and those responsible destroyed.

In 1356 Thay established its first major external alliance, with the Tharchioness of Eltabbar striking a marriage pact with Lord Selfaril of Mulmaster, one of the most powerful city-states on the Moonsea. They would wed in 1366.

In 1357 Thay launched a bold plan to conquer the Priador and the city-states along the south coast of the Aglarond Peninsula, using salamanders and other fire elementals. The plan backfired when the fire elementals rebelled, leading to a mass conflagration along the coast and the destruction of the Thayan armies. The situation was only salvaged by Szass Tam’s intervention, who used his undead legions to destroy the fire elementals and secure control of the cities of Thasselen, Murbant and Escalant, ensuring Thay was able to show a modest victory for the high cost.

In late 1359, the zulkirs were planning a renewed invasion of Rashemen when word arrived that a huge host of men had entered Thazar Pass and overrun the frontier garrison. Thay sent in its vaunted Griffon Legions, only to see it almost completely destroyed..

Szass Tam intervened directly, assuming control of Thay’s remaining armies and assembling a vast undead horde to meet the invaders on the field. He learned the invaders were the Tuigan, one of the warrior clans of Taan, the so-called Endless Wastes that lay between eastern Faerûn and north-western Kara-Tur. The Tuigan leader, Khahan Yamun, wished to be acknowledged supreme ruler of all the world, a notion which Tam regarded as quaint. Impressed by the Tuigans’ military acumen, he suggested an alliance against the northern kingdom of Rashemen. Yamun agreed, and led the Tuigan back north to invade Rashemen from the south-east whilst the Thayans invaded from the south. Together they could crush Rashemen.

The plan proceeded and the Rashemi were caught by surprise, but the Tuigan were delayed by the need to stop and reduce Citadel Rashemar before proceeding into the nation proper, whilst the Thayans became bogged down (as normal) in the Gorge of Gauros. The Wychlaran used summoned creatures and magically-manipulated weather to slow the Tuigan advance whilst the Rashemi fortified the Gorge against the Thayan attack. The Tuigan nevertheless entered Rashemen but clever Rashemi tactics drew them south-west towards Mulsantir on the Lake of Tears rather than north against the capital at Immilmar. Avalanches and snowstorms forced the Thayans to abandon their offensive, allowing the Rashemi to march north and attack the Tuigan, pinning them against the Lake of Tears. However, the Red Wizards decided to part the waters of the lake, allowing the Tuigan to escape into Thesk.

The zulkirs pondered further supporting the Tuigan offensive, but cut off from resupply and retreat, and with the combined armies of the west drawing in, they decided it was probably not worth the effort and abandoned Yamun’s cause. Yamun’s army was subsequently destroyed at the Second Battle of the Golden Way.

In 1362 the Thayans decided a reversal of their strategy to save the Tuigan, by invading Thesk and then swinging north-east to cross the Lake of Tears by magical means. However, the Wychlaran had prepared for this contingency after seeing the Red Wizards’ original tactic and used water elementals to drow the army as it tried to cross. In 1365 Thay tried to invade Rashemen with small, mobile forces skirting the Sunrise Mountains themselves (rather than advance via the Gorge of Gauros) after flooding parts of northern Rashemen through magic. The Wychlaran threw back the invasion with rock elementals.

In 1367 the Red Wizards razed pats of the Ashenwood, driving its monstrous denizens into the civilised parts of Rashemen. Whilst the nation was plunged into chaos, Thayan assassins teleported into Mulsantir and Immilmar to kill the nation’s leaders. The assassins were almost immediately caught and executed. Soonafter, the zulkirs Lauzoril, Aznar Thrul and Nevron allied to launch an invasion of Rashemen. Szass Tam deliberately leaked plans of the invasion to the Simbul, who warned Rashemen and allied with them to destroy the invading Thayan army. Tam thus discredited three political rivals and gained more power over the Council of Zulkirs.

Towards the end of that year, Szass Tam embarked on a complex plan to release the demon Eltab from his prison below Eltabbar, but then immediately enslave him as his personal minion, which would allow him to seize full control of Thay. Thanks to a band of adventurers sponsored by the Wychlaran of Rashemen, the plan was disrupted and Eltab escaped from his prison (partially destroying Eltabbar in the process), defeated Szass Tam in battle and disappeared into Thaymount to plot his revenge. Tam believed he had trapped Eltab again in a demoncyst, but this prison was flawed and, not backed up by the massive magical seal of Eltabbar, was in danger of failing at any time.

Tam’s own reputation was damaged by this fiasco, so he moved quickly to rebuild Eltabbar and launched a renewed invasion of Aglarond in 1369 which failed.

Later that year, as the goddess Tiamat slew Gilgeam, God-King of Unther, the immense volcano known as the Ship of the Gods exploded with tremendous force, sending a tidal wave raging northwards along the Alamber Sea. The wave crashed into the Alaor, Thay’s fortified island naval base, and destroyed it, leaving few survivors. Moving with unexpected speed, Mulhorand sent “relief” forces to the island, but militarily occupied the island and then fortified it with ships and magic, to the disbelief of the Thayans. Thay made preparations to retake the island, but was aware of the risk of sparking a full-blown war with the resurgent empire.

In 1370 Thay launched an invasion of Rashemen using magically-propelled boats across Lake Mulsantir, but once again the plan was defeated, with the Wychlaran deploying their own sorcerous ships in response. In this year a Thayan mercantile consortium, allied to several of the zulkirs, suggested opening trading enclaves in various cities across Faerûn to enrich Thay through trade rather than conquest. Despite some opposition, the scheme was allowed to be tested via Thay’s ally Mulmaster, and proved surprisingly successful. Plans to open further trade enclaves in countries like Chessenta, Calimshan, Chondath and Sembia soon gathered pace, despite the distrust and disapproval of groups like the Harpers.

A map showing the tharches or administrative provinces of Thay. Please click for a larger version.


Thay is divided into ten administrative regions, known as tharches. Each tharch is ruled by a tharchion or tharchioness, who has wide-ranging autonomy within their province. If a tharchion or tharchioness tries to grab too much power or mistreats their tharch to the point that productivity or security is compromised, the other tharchions will step in to remove them, or petition the zulkirs to do the same.

Above the tharchions sits the Council of Zulkirs, who rule both Thay and the organisation of the Red Wizards. The Red Wizards are the true, supreme power in Thay and all other Thayans exist to service their will. There is some accountability to the organisation – a junior Red Wizard who barges into a village and starts ordering people around will eventually be slapped down for overreaching – but not a huge amount. The tharchions and tharchionesses have complex alliances and ties with the various zulkirs to protect themselves, leading to Thayan politics being a complex web of shifting alllegiances.

The Council of Zulkirs is made up of eight individuals, each representing one of the traditional schools of magic. Some zulkirs remain mostly aloof from politics, whilst others scheme incessantly. The most powerful and influential zulkir, as well as the most infamous, is Szass Tam, Zulkir of Necromancy. Tam is notable for his complex schemes and plots which extend across much of Faerûn. However, despite appearances, Tam is not the unquestioned leader or ruler of Thay and the Red Wizards, something he has to be occasionally reminded of by his fellows.

Thay is in an approximate constant state of war with the nation of Rashemen to the north, and has launched frequent invasions of its northern neighbour via the Gorge of Gauros, usually to little avail. Thay keeps up such attacks in an attempt to whittle down Rashemi resolve and patience, and since Thay effectively has an infinite pool of manpower to draw upon, as it usually uses undead in the vanguard of its armies, it is of little cost to them. However, Thay has not had a serious opportunity to overwhelm Rashemen since it allied with the Tuigan, and that attack was broken due to the onset of winter and the Tuigan’s subsequent defeat in Thesk.

Thay also has hostile relations with Aglarond to the west, and occasionally (though not as frequently as with Rashemen) tests the Aglarond defences along the Watchwall and the Umber Marshes.

Thay is pursuing better ties with Thesk to the north-west and the free cities of the Aglarond Peninsula to the south-west, and has negotiated new trade agreements with Chessenta to the south-west. However, all of these nations remain wary of Thayan intentions.

Thay had been pursuing better relations with Mulhorand to the south, its once master state which it had believed had become corrupt, decadent and easier to deal with in recent centuries. However, Mulhorand has become hugely resurgent in recent years, modernising its army and navy with outside help, intervening across the border in Unther as it descends into chaos and, most recently, using its navy to capture the Alaor from Thay after it was devastated in a tidal wave. Thay is extremely cautious over these developments, since Mulhorand is the only nation on its borders which can rival its power.


Religion is a complex subject in Thay. The Red Wizards brook no magical challenge to their dominance, but they also see religion as a useful force to keep the common people and slaves in line. Religion is allowed to flourish in Thay as long as it is understood that the priests will never challenge the power of the Red Wizards. The Red Wizards also tend to see the dark gods as potential allies rather than awe-inspiring beings to be worshipped, which is irksome to both the gods and their clerics, but the rewards from such alliances and the unquestioned worship of millions of Thayans go some way to mitigating this.

The dark gods are understandably the most popular in Thay, with Cyric and Shar enjoying a lot of popularity. Bane, both in his own right and that of his “son,” Iyachtu Xvim, was also traditionally very popular until his demise during the Time of Troubles. Clashes between the priesthoods of Cyric and Bane have been stamped out, with force, by the Red Wizards. Gargauth, Kossuth, Loviatar, Malar and, along the coasts of the sea and the lakes, Umberlee also enjoy strong followings in Thay. Kelemvor is the only non-evil god to officially enjoy a large following in Thay. Remarkably, the gods of magic have little popularity in Thay, as Mystra and Azuth both hugely disapprove of the use of magic for outright evil.

There are a lot of underground religions in Thay, however. Farmers and farmhands privately worship gods like Chauntea and Lathander, but keep such practices secret for fear of reprisals. Thay’s immense population of slaves often worships the Mulhorandi pantheon, hoping that their prayers will result in their liberation as their distant Mulan ancestors’ did from the Imaskari.

Tharches of Thay

Thay is divided into the following tharches, or administrative regions:

  • Thaymount (or High Thay), administered by Tharchion Pyras Autorian
  • Alaor, nominally ruled by Tharchioness Thessaloni Canos but currently under Mulhorandi occupation
  • Delhumide, Tharchion Invarri Metran
  • Eltabbar, Tharchioness Dmitra Flass
  • Gauros, Tharchioness Azhir Kren
  • Lapendrar, Tharchion Hezess Nymar
  • Priador, Tharchion Aznar Thrul
  • Pyrados, Tharchioness Nymia Focar
  • Surthay, Tharchion Homen Odesseiron
  • Thazalhar, Tharchion Milsantos Daramos

Zulkirs of Thay

As of 1371, the current makeup of the Council of Zulkirs is as follows:

  • Zulkir of Abjuration: Lallara Mediocros
  • Zulkir of Alteration: Druxus Rhym
  • Zulkir of Conjuration: Nevron
  • Zulkir of Enchantment: Lauzoril
  • Zulkir of Divination: Yaphyll
  • Zulkir of Illusion: Mythrell’aa
  • Zulkir of Invocation & Evocation: Aznar Thrul
  • Zulkir of Necromancy: Szass Tam

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Nations of the Forgotten Realms 32: Tethyr

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map of the nation of Tethyr. Please click for a larger version.
  • Ruler: Queen Zaranda Star Rhindaun and King-Consort Haedrak Rhindaun III
  • Capital: Darromar (pop. 68,520)
  • Settlements: Abbor, Banshivale, Barrowsmorn, Brost (7000), Cayr Thalwood, Colbertann, Daraqadim, Dunod, Elbencourt, Fort Agis (316), Fort Calim, Fort Teqlar, Fort Tufnek (316), Grapton, Hostim, Ithal Pass, Jhaansciim, Khanall, Kirgard, Krennasar, Kzelter, Lhestyn’s Hearth, Loranse, Lyllburg, Marakir, Maratimmir, Masamount, Monguldarath, Morninggold Keep, Mosstone (1713), Mount Noblesse, Myratma (51,390), Myth Dyraalis, Nomerritin, Pansemil, Port Kir (7000), Qian Hillfort, Riatavin (85,650), Rock Orchard, Ruba, Saharkhan, Saradush (39,000), Shelshyr House, Sulduskoonar, Survale Ford, Tannitton, Toaketh, Toralth, Trailstone (420), Tulmene (3600), Tweyar, Upparkol, Valtreth, Velen (14,389), Vineshade (3200), Viperstongue, Zazesspur (116,485)
  • Population: 3,771,360 (76% human, 20% halfling, 3% elf, 1% misc.)
  • Population Density: 8.86 people per mile², 3.42 people per km²
  • Area: 425,497 miles² (1,102,032.17 km²)
  • Military: The Royal Army of Tethyr, the Royal Navy of Tethyr, various mercenary companies
  • Languages: Common, Chondathan, Alzhedo
  • Religion: Chauntea, Eldath, Helm, Ilmater, the Seldarine (in the Forest of Tethir), Siamorphe, Silvanus, Torm, Tyr
  • Exports: Ambergris, carpets, cheese, cloth, fish, fruit, livestock, nuts, pearls, pipeweed, rugs, silk, tea, vegetables, wine, whale oil
  • Imports: Magic items, mercenaries, spices, weapons
  • Sources: Empires of the Sands (1988), Lands of Intrigue (1997)


Tethyr is a large country located south of the Sword Coast, between the nations of Amn and Calimshan. It is Faerûn’s second-largest nation, behind only Halruaa (and only if you include all Halruaa’s vast, mountainous and lightly-settled borders), and one of its more populous.

The kingdom’s borders are defined as the River Agis and Marching Mountains to the south; the Omlarandin Peaks, Kuldin Peaks and Snowflake Mountains to the east; and the Tethir Road to the north, as far east as Trailstone, where the border moves north to the Tejarn Hills and runs east to Shilmista, the Forest of Shadows (this region is disputed by Am). The Trackless Sea forms the border to the west, and the southern end of the Sea of Swords to the far north-west. Tethyr incorporates all of the Dragon’s Neck (sometimes called the Tethyr Peninsula) and the entire, vast forest known as the Wealdath, or Forest of Tethir, as well as the northern part of the Forest of Mir.

Much of Tethyr’s civilisation is clustered along the banks of its two great rivers, the Sulduskoon in the north and the Ith (once called the Wurlur) in the south. The plains between the two rivers are well-watered and are home to vast numbers of farms and dairies. The Purple Hills along the coast are home to vineyards and wineries. The lands to the east are hilly and mountainous, where Tethyr’s borders meet those of its former vassal of Erlkazar.

Tethyr has complex internal boundaries. The nation is centred on the Crown Lands, the areas adjacent to the capital city at Darromar. Around this region, the nation is divided into three principalities: the Principality of the Corsairs’ Sea in the north-west, the Principality of Ankramir in the south-west and the Principality of the Iltkazar Highlands in the east. The Principality of the Corsairs’ Sea is divided into the duchies of Cape Velen and the Wealdath; Ankramir is divided between the counties of the Purple Marches, Kamlann and Ankaram; the Iltkazar Highlands are divided into the duchies of the Golden Marches and Suretmarch. Each duchy is sub-divided into smaller counties (see attached maps and the succeeding lists).

Tethyr also has a notable internal division between the human-controlled plains and mountains, and elf-controlled lands in the Wealdath (the Forest of Tethir). The elven lands within the Wealdath are effectively autonomous but fully integrated into the Tethyrian political system, with elven military and noble ranks acknowledged across the entire kingdom and the rulers of the forest acknowledged members of the Royal Council. In this way, Tethyr strives to avoid internal, racial strife. Tethyr has a large halfling population in the Purple Hills and along the northern slopes of the Marching Mountains, and a smaller dwarven population mostly located in the eastern mountains.

The realm is also home to one of the most striking sights in Faerûn. Near the headwaters of the River Agis, on a massive bend in the river, lies the remnants of the single largest city to have ever been built on the continent (to our knowledge). Shoonach was the capital of the Shoon Imperium, a powerful empire formed by the union of Tethyr and Calimshan that dominated the south-west of the continent for over four centuries. At its height it extended its power north to the High Moor, inland almost to the Lake of Dragons and south clear across the Shining Sea to incorporate all of modern Lapaliiya, Tharsult and Thindol, even reaching the coast of the Great Sea. Shoonach was its beating heart. At its furthest extension, the city was almost 17 miles wide from west to east and almost 10 miles across from north to south. The planned city could have comfortably accommodated the entire population of the Imperium with room left over, so as a result vast stretches of it were never completed during the Imperium’s lifetime, with instead only the Imperial City, its suburb of Mumlukkar, the port area of Agis and the northern sub-city of Iltakar being fully completed. Even so, it was comfortably the largest city in Faerûn at the time. Its ruins are patrolled by Tethyrian soldiers from Fort Teqlar (located on the north-western edge of the vast site) to dissuade treasure seekers, but it would take tens of thousands of soldiers to even start to keep the whole area locked down, so bold adventurers still frequently brave the ruins in search of lost lore.

Tethyr has the potential to become one of the most powerful kingdoms in all Faerûn, with abundant resources, a commanding position on major trade routes, an industrious and hard-working people, and a new, enthusiastic ruling dynasty. However, Tethyr is haunted by its long history as a vassal of Calimshan and, in particular, a twenty-two-year brutal civil war which only recently concluded. The wounds of the civil war are still fresh, even as the new rulers try to usher in a new age of peace and reconciliation.


The history of the Tethyr region begins with Keltormir, the last of the Great Elven Empires to be founded during the First Flowering. Keltormir was founded circa 17,800 BDR (Before Dalereckoning), just two centuries before the Sundering tore the lands apart and formed the continents of the modern age. Keltormir survived these tribulations and even prospered.

Keltormir filled the immense forest that, in those days, extended from the Bowl of the Gods in the north (modern Amn) south almost to the Shining Sea and inland towards the Lake of Steam, beyond which lay the Kingdoms of the Three Leaves (Eiellûr, Thearnytaar and Syòrpiir). Far to the south-east lay the dark elven kingdom of Ilythiir, whilst to the north (in what is now the Western Heartlands) lay Shantel Othreier and, beyond that, in what is now the High Moor, was Miyeritar. North-east, in the High Forest, lay Aryvandaar and west, along the Sword Coast North, was Illefarn.

For many centuries Keltormir established strong trading and cultural alliances with these other empires, particularly its immediate neighbour of Shantel Othreier to the north. During the Crown Wars (12,000 – 9000 BDR), Keltormir did its best to stay out of the fighting. In 11,700 BDR a huge dragon raid burned the forests of southern Shantel Othreier and Tethir, a warleader of Keltormir, lead an army to the relief of their northern ally. Tethir defeated the dragons and established his reputation as one of the great elven heroes.

In 11,200 BDR, Ilythiir attacked Keltormir’s south-eastern frontier and began some 700 years of conflict, but Keltormir was able to survive by focusing on guerrilla warfare and striking Ilythiir’s supply lines to keep them off-balance. In 10,500 BDR the High Mages of Aryvandaar obliterated the dark elven kingdom of Miyeritar to the north in what became known as the Dark Disaster, creating the High Moor. The elves of Ilythiir swore vengeance on Aryvandaar and Keltormir withdrew its forces from the east, giving the dark elves a path to follow northwards to engage the armies of Aryvandaar directly. Keltormir thus marshalled its own strength, which would be needed against whichever nation emerged victorious from that struggle.

Five centuries later, the elven god Corellon had grown so distraught at the Ilythiiri depredations that he cursed the entire race, turning them into the dhaerow or “Accused,” or the drow as they eventually became known. The drow fled into the Underdark. A thousand years later, Aryvandaar was destroyed by a mass rebellion of its subjects and military action by the remaining elven free nations, including Keltormir.

Keltormir became the largest and most powerful survivor-state of the Crown Wars, but it had zero interest in conquest or glory. In the centuries after the Crown Wars, its chief concern was fending off dragon raids. Immense dragon-fires burned out the forest, clearing the Red River Fields and Clovis Fields and splitting the Keltormir Forest into two: the Wealdath or Forest of Tethir in the north, and the Saranestar or Darthiir Wood in the south (later called the Forest of Mir). Keltormir effectively ceased to exist by around 8500 BDR, with the two successor kingdoms of Tethir and Darthiir taking its place.

The elven kingdoms watched warily as the djinni Lord Calim and the efreet Lord Memnon arrived in the lands to the south-west and renewed their ancient war. The elves of Tethir and Darthiir signed a peace treaty with Calim and traded with his empire, but Memnon was considerably more hostile, destroying the dwarven city of Iltakar when it complained about territorial violations. When the two empires began the Skyfire Wars in 6500 BDR, threatening to destroy all of Faerûn, the elven High Mages of both kingdoms intervened (led by the infamous mage Pharos), imprisoning both lords in a massive magical trap (inadvertently creating the Calim Desert in the process) some four centuries later.

The elves established good relations with the human successor state of Coramshan, and in 5600 BDR established good terms with the newly-founded dwarven surface realm of High Shanatar. By 5330 BDR High Shanatar had been overrun and destroyed by the First Kingdom of Mir, a client state of Coramshan, which seized territory from both High Shanatar and Darthiir, to the protests of the latter. By 5100 BDR, Mir stretched from the River Wurlur to the River Agis and from the Trackless Sea to the Thornwash, extending across much of modern southern Tethyr between the two forests. Saradush became the first city of modern Tethyr to be founded circa 5100 BDR, although ancient Saradush was sacked and rebuilt and sacked again many times over the intervening millennia.

By 5007 BDR, Mir had been defeated in warfare with the empire of Jhaamdath to the east. Coramshan intervened directly, seizing control of Mir and driving the Jhaamdathi back almost to their homeland. Bakkal Ukhar IV of Coramshan merged his kingdom with that of Mir, declaring the founding of the Calimshan Empire in 5005 BDR.

In 1900 BDR the Calimshan Empire formed the very first Kingdom of Tethyr as a vassal-state of the Empire. Tethyr stretched from the Forest of Tethir to the River Wurlur. Additional vassal-states were established at Mir (between the Marching Mountains and Wurlur) and Iltkazar (between the Forest of Mir and Snowflake Mountains, east of the Forest of Tethir). These three vassals secured the region whilst Calimshan itself was drawn more deeply into warfare against the beholders of the Alimir Mountains to the south-east.

By 1570 BDR, Zazesspur had been founded as the seat of Tethyrian power. The Emir of Tethyr at this time was a foolish and vain main who launched raids on the Forest of Tethir to kill elves for sport and amusement, which resulted in brutal reprisals from the elves. In 1428 BDR Calimshan was defeated by the beholders, who surged west to capture Calimport itself. However, the Drakhon priest-princes rallied support from Tethyr and Mir to defeat the beholders and retake Calimport in 1402 BDR. By around 1000 BDR, the beholders had been defeated and the Calimshan Empire stabilised.

Around 800 BDR, drow emerged from below the Forest of Mir and wiped out the last remnants of the elven kingdom of Darthiir, beginning the Night Wars against Calimshan. In 670 BDR a great slave revolt rippled across the entire empire, with tens of thousands of slaves fleeing north, where they were granted succour by the elves of Tethir and granted lands on the Dragon’s Neck Peninsula and the Dragon’s Head. Iltkazar broke away from Calishite control in 650 BDR and was reconquered in 400 BDR, but by now Calimshan’s periphery had grown too unstable to full control, with one city or province revolting as soon as Calimshan moved its attention somewhere else.

By 387 BDR, the descendants of the escaped slaves had formed distinct warrior-clans living on the Dragon’s Neck Peninsula. Allied to the elves of Tethir, they learned that in ancient times the forest borders had stretched south to the Agis and east to the mountains. The clans decided to retake this land by force, leading a massive invasion of the provinces of Tethyr and Mir. In 307 BDR they took Myratma and then seized Calimaronn in 293 BDR, renaming it Ithmong.

In 288 BDR, shockingly, the Pasha of Calimshan met the rebels and agreed to cede the lands they asked for through diplomacy. He also offered generous peace terms and trade agreements. The – slightly confused – rebels accepted the offer and the first independent Kingdom of Tethyr was born. However, the feuding clans were incapable of settling their own differences and within a few months a complicated civil war had begun, as the Pasha had anticipated (and, possibly, encouraged). The next few Pashas of Calimshan simply sat back and watched Tethyr fall apart from the inside. By 230 BDR, Calimshan had rebuilt its strength enough that it could simply roll into the country and retake it from the feuding clans. However, the Calishites had badly underestimated the Tethyrian national spirit that had taken shape in the interim: the Tethyrians united under Clan Ithal and in 221 BDR retook Ithmong, and Myratma in 212 BDR. Calimshan withdrew and reinstated its former peace treaty with its former vassal. The war did unite the Tethyrians under a single leader, with King Darrom Ithal becoming its first great ruler.

The Calishite policy following the war was to deeply embroil Tethyr in Calimshan’s internal politics. Calishite rulers married their sons and daughters into the noble houses of Tethyr and vice versa. Merchant houses were allowed to establish outposts in both realms. The two nations continued to work together militarily against the drow of the Forest of Mir, the dragons of the Marching Mountains and the beholders of the Alimir Hive. Calimshan’s plan may have been to unify the two realms through cultural osmosis, but the Tethyrians were canny enough to resist this whilst also profiting from it.

Around 170 BDR the Eye Tyrant Wars began and saw Tethyr, Calimshan and Iltkazar finally ally to destroy the Alimir Hive once and for all, ending the beholder threat to the region in perpetuity. This occasioned great celebrations in all three lands, and Tethyr expanded to reach its modern-day borders.

In 64 BDR, the ruling houses of Calimshan and Tethyr were unified when Arhymeria Shoon, granddaughter of Pasha Akkabar of Calimport, married King Nishan Ithal II of Tethyr. Arhymeria was concerned that her grandfather planned to use her to manipulate her and her heirs, so distanced herself from his control. But in 9 BDR Clan Fyrson rebelled against the throne of Tethyr, allied with the pirates of the Nelanther and assaulted the royal castle at Ithalyr. King Nishan was killed in the fire that gutted the castle, whilst his heir Prince Tarsax (his grandson) was slain in single combat with Volsun Fyrson.

Amahl Shoon, Arhymeria’s brother, emerged as the best claimant to Tethyr’s throne and he was crowned king within weeks. Like his sister, Amahl was resistant to his grandfather’s manipulations and tried to govern Tethyr justly and well. Akkabar had Amahl killed in 3 BDR and replaced by his grand-nephew Amahl II, a selfish and brutal ruler. Amahl II sacked Ithmong and declared Clan Ithal outlaw when they tried to resist his coronation. Amahl II’s brutal reign lastd until 15 DR, when he died under unusual circumstances and was succeeded by Amahl III. In 27 DR Pash Akkabar named Amahl III as his heir as well. Almost immediately, Akkabar likewise died in odd circumstances.

Thus, Amahl Shoon III became simultaneously the King of Tethyr and the Pasha of Calimshan. He immediately abolished both polities and declared the founding of the Shoon Imperium with himself as its first Qysar, or Emperor, based at the newly-founded city of Shoonach on the River Agis, spanning the border of both kingdoms.

The Shoon Imperium began expanding. It established the Emirate of Amin in 215 DR, in the so-called “Bowl of the Gods” to the north of the Forest of Tethir, and established new provinces around the Lake of Steam and down into the Shaar. Good, evil and indifferent Qysars rotated through the royal palace in Shoonach.

By 231, the Tethyrian clans had resolved to launch a new rebellion and free Tethyr from the Imperium’s grasp (despite the propaganda that Shoon was formed by the willing union of Tethyr and Calimshan). Qysar Shoon IV, realising rebellion was afoot, unleashed a plague of undead called the Death Parade on Ithmong. The rebels destroyed the undead, but took such heavy casualties that that had to abandon plans for a rebellion for a generation to come. Further vengeance on Tethyr was averted when Shoon IV started a lifelong battle of wills with the blue dragon Iryklathagra “Sharpfangs,” and became obsessed with destroying her.

In 309, Kodos yn Nadim el Jhotos ascended to become Qysar of Shoon, taking the name Shoon VII. Believing the empire had been ruled with too light a touch to this point, Shoon VII immediately launched a massive, brutal cleansing of the major cities of the empire to flush out traitors, criminals, thieves’ guilds and rebels. As part of this process Ithmong was burned to the ground and subsequently rebuilt to Shoon VII’s directions. Shoon VII’s brutality may have extended further, but like his forebear he soon fell into battle with the dragon Iryklathagra Sharpfangs. Three villages in Tethyr were obliterated during their constant engagements, which raged across the Imperium causing immense collateral damage. Events culminated in the dragon’s raid on Shoonach itself in 366. Shoon VII hoped to lure the dragon into a trap, but was outmatched and lost both his left leg and right arm in the process (parts of Shoonach were also devastated with a death toll estimated in the tens of thousands, not this remotely concerned the Qysar). Shoon VII faked his own death, leaving the rule of the realm to his daughter Shaani. Shaani quickly appeased the dragon with tributs and riches, ending the threat to Shoon from that direction.

In 361 Prince Ashar Tornamn of Tethyr established the realm of Valashar in the north-east of his realm as his own personal vassal state. Raising troops from this region, he embarked on a war of conquest in 375, seizing all the lands from Amin north to the River Chionthar. He then annexed all the lands north to the High Moor and east to the Tunlands, and began demanding heavy tolls on merchants travelling from Cormyr and the Dalelands into the North.

The result was not exactly what he was expecting: early in 376 DR Crown Prince Azoun I led the army of Cormyr into battle, smashing the Shoon garrisons throughout the Western Heartlands: Prince Ashar had not reckoned on the sheer size of the region he’d “captured” and his troops were very widely scattered. The smaller but highly-trained professional Cormyrian troops defeated his mostly conscript troops at every turn. Athalantar and Illusk, two nations of the North, simultaneously drove down the Trade Way, threatening to trap Prince Tornamn’s forces in a vice. Tornamn fell back to the Fields of the Dead and fought a pitched battle against Prince Azoun’s army. Cormyr proved victorious, defeating the Shoon forces and then invading Amin, sacking multiple cities before crossing into Valashar and effectively destroying the realm. The Cormyrian army then sacked Ithmong. After briefly considering an assault on Shoonach, Prince Azoun decided to return home upon receiving word of orc raids on Cormyr’s northern frontier.

The lightning campaign shocked the Shoon Imperium to its core, having exposed its military weaknesses. In later years, the Shoon generals put out the story that they had been luring the Cormyrians into a trap in Shoonach itself and it was only good fortune that saved them, but the story was not very convincing. More people chose to believe that Shoon’s might had become a paper tiger. This may have encouraged the Lake of Steam cities to rise in mass rebellion in 409, and by 427 the Imperium had lost all the lands east of the Alimir Mountains.

Qysara Shaani died without naming an heir, sparking off a massive civil war. Amahl Shoon VII proved victorious, retaking control of the Lake of Steam but having to fight a huge battle in Calimport to secure the city (though he burned down half of it in the process).  Amahl Shoon VII’s rule was bloody and chaotic, with cities rising in rebellion all over the Imperium. The tribes of the Shaar assaulted the Imperium’s borders, causing further havoc.

In 449, the fall of the Shoon Imperium began. The descendants of Clan Ithal had been given sanctuary in the Forest of Tethir and now their leader, Silvyr, emerged from hiding. He rallied troops to his banner, the elves provided assistance and he was able to hire mercenaries and use gold to ally with the pirates of the Nelanther. Silvyr marched on Ithmong, where King Prima Tornamn, a vassal of Amahl VII, immediately surrendered and abdicated the throne, naming Silvyr as his successor. Almost all of Tethyr immediately swore fealty to King Silvyr Ithal and he ordered the nation’s armies to congregate on Ithmong, barely 100 miles from Shoonach.

Qysar Amahl immediately realised his vulnerability and recalled his legions from the Shaar, but too late. The navy of Tethyr, bolstered by the pirates of the Nelanther (who had suffered from Shoon’s own navy), sailed up the Agis and cut off Shoonach from resupply over the river. The combined armies of Tethyr, the elves and mercenary forces marched on Shoonach and cut off its roads. The city was so massive and its populace so huge that the city almost immediately began to starve.

However, King Silvyr had no interest in inflicting massive civilian casualties through starvation, especially as so many of the citizens were themselves Tethyrian. His siege engines smashed through the north-eastern walls of the city in late Uktar of the Year of the Corrie Fist (450 DR). Within a single tenday the siege lines had moved inside the main walls and tightened around the Imperial City, completely cutting it off. Qysar Amahl VII challenged King Silvyr to single combat to decide the fate of the city, which Silvyr agreed to over the counsel of his advisors. As they’d expected, Amahl VII betrayed the deal and had Silvyr slain by treacherous magic. Amahl’s mages unleashed a devastating plague on the besieging army, causing parts of it to break. However, the plague got out of control and ended up killing more Shoonach citizens than Tethyrian soldiers. Prince Strohm, Silvyr’s oldest son, had led an elite force of soldiers, mages and priests into the centre of the Imperial City dring the chaos, and finding Amahl VII overconfident at the moment of what he through was victory, slew him where he stood, along with most of his senior mages and clerics.

Prince, now King Strohm Ithal was not inclined to mercy after the brutal murder of his father. All surviving descendants of the Shoon line were summarily executed, along with its senior generals. Then, to confirm to the world that his goal was not usurping the throne of Shoon but destroying it forever, he had Shoonach evacuated and the entire city razed. Resettlement of the city was forbidden on pain of death. When the city of Kyrakkis in Calimshan presented itself as a replacement for Shoonach, the Tethyrian army invaded Calimshan, brutally sacked the city and the governor (who had been making a play to become Qysar) was executed before the Tethyrians withdrew. The new Pasha in Calimport, who benefited from this removal of a rival, made no complaint.

The Shoon Imperium collapsed. An angry mob in Sheirtalar tore the Shoon governor limb-from-limb. The Lake of Steam city-states rebelled, and the small patchwork of nations today called the Border Kingdoms likewise threw off their chains. In 460, General Emsel Torlath unified the Emirate of Amin, renaming it as the sovereign Kingdom of Amn with its capital at Athkatla.

King Strohm I was succeeded in 540 by Strohm II, a half-elven druid who founded the holy refuge of Mosstone and gave sanctuary to many elves of Myth Drannor. He was followed in 735 by Strohm III, a great warrior who battled beholders, drow and the remnants of the kingdom of Tathtar. Strohm IV (r. 769 – 802) was protected by a platinum dragon and won the Great Battle of Brinniq Dell against the goblins led by Delgern Threetusked. Strohm V (r. 802 – 832) was a druid who transformed into a great oak upon his death.

Tethyr prospered in its early days, with the King sponsoring economic and infrastructure projects. Cities that had declined under Shoon found their fortunes restored and new trade routes were opened. However, by 692 the realm had overspent and faced financial ruin. It was saved by Amn, which purchased Tethyr’s entire north-eastern province for a huge sum of gold. Amn subsequently fell into conflict with the kingdom of Cortryn to the east, intensifying when beholders took control of Cortryn. Cortryn was finally defeated in 757 by the Chessentan mage Tashara of the Seven Skulls. In 1000, the city of Riatavin was established in this region as its largest city, but by 1090 the policies of King Imnel IV had led Amn into financial ruin. The shrewd King Alemander I of Tethyr re-purchased the entire province back from Amn again, restoring Tethyr’s historical borders.

In 959 Tethyr was struck by civil war when the ascension of King Teremir I of the Bormul Dynasty was disputed by his cousin, Mhoaran the Tusk-Bearded. Mhoaran won the conflict and founded the Lion’s Dynasty. This line was interrupted in 1070 when Teremir II, Teremir I’s great-grandson, slew King Coram II and became monarch for almost exactly one year, after which he was killed by King Alemander I. Alemander I’s successor, Coram III, tried to change the family name to “the Royal House of Tethyr” to dissuade further bloodshed, but this never really took, and the Lion’s Dynasty remained the commonly-used name for the line.

In 1235, Tethyr and the rest of western Faerûn faced the onrushing threat of the Black Horde of orcs. The vast horde devastated vast parts of the North and the Sword Coast, but by the time they reached Tethyr their numbers had been somewhat thinned. The armies of Tethyr harried the flanks of the vast horde, making use of their numerous castles to withstand siege (the orcs lacked siegecraft and, given their vast numbers, the supplies to stay still for any length of time to build them). During the campaign, a large part of the horde was tricked into entering the ruins of Shoonach, which had become infested with monsters in the past few centuries, resulting in huge numbers of orc casualties (and a thinning of the monstrous population inside the ruins). The remnants of the horde were finally destroyed in an ill-advised attack on Calimport.

By the 1270s, Amn had established a stranglehold on trade between the Sword Coast and the Vilhon Reach, via the city of Riatavin which had returned to Amnian control. To find a way around this, the governments of both Waterdeep and Tethyr decided to strike up a trade alliance. However, the attempts to forge an alliance were beset by troubles. In 1274, Princess Cyralna travelled to Waterdeep to wed Lord Ortaal Emveolstone, the head of one of Waterdeep’s most powerful trading houses. The princess and six travelling companions, including her two sisters and five nieces, were all killed by mimics disguised as pillows. Prince Toram and Kyvan Emveolstone were discovered to be responsible and were executed. Their motives were unclear, and although Amnian involvement was suspected, it was never proven. King Haedrak II died of a broken heart at the news of the deaths of three of his daughters, his son as a traitor and five granddaughters. His uncle Errilam assumed the throne.

Errilam ruled for just three years before he was killed by an elven arrow during a hunting accident in the Forest of Tethir. Rumours that it was a deliberate assassination launched by the elves appeared unfounded, but poisoned relations with the elves of Tethir for much of the next century.

In 1288, Errilam’s niece Shaerglynda visited Waterdeep to renew trade contacts, but was killed by a street thief.

In 1295, King Jaszur personally travelled to Waterdeep to sign a trade agreement. However, whilst on the road south of the city Jaszur’s convoy was attacked and the king murdered. Open Lord Baeron ordered a search of the surrounding countryside to find those responsible, but failed, although he did recover the royal regalia of Tethyr. King Olosar, who succeeded his brother, was so incensed by his death that he broke off all ties with Waterdeep.

Eventually Baeron learned that Lady Evelyn Emveolstone had been behind all of the troubles, as she had been in love with Toram and his execution had made her take revenge. Evelyn was executed by the Lords of Waterdeep in secret. With relations between Tethyr and Waterdeep at an all-time low, it was decided to keep the royal regalia safe against the future resumption of tides.

The Ten Black Days of Eleint and the Tethyrian Civil War

King Alemander IV ascended the throne in 1319 upon Olosar’s death. Alemander IV was confident but weak-willed, easily manipulated by his cruel first wife, by corrupt nobles in his realm and by the Syl-Pasha Rashid of Calimshan. Alemander IV became especially terrified of being usurped, especially by his eldest son Prince Rythan, a paladin of Helm who was popular with the masses and a warrior without peer. In 1333 Rythan led the armies of Tethyr in battle against Mulsparkh, a renegade kingdom of evil wizards and mercenaries established along the River Agis, seizing territory from both Tethyr and Calimshan. Rythan was slain in the battle, but Mulsparkh was weakened enough that a second army from Calimshan was able to finish it off later on.

Alemander IV’s first wife died in 1326, five years after giving birth to Prince Alemander. Prince Rythan’s betrothed, Lady Rhinda of Saradush, married King Alemander IV instead. The young prince despised his stepmother and reportedly by the age of 12 (in 1333) had already made one attempt on her life. King Alemander IV sent his wife on a protracted tour of the North, with only himself and her aware that she was pregnant.

Prince Haedrak Errilam Alemander Olosar Lhorik was born in the High Palace of Silverymoon on the Feast of the Moon in the Year of the Snow Winds (1335). At the request of King Alemander IV and Queen Rhinda, the High Lady Alustriel Silverhand agreed to raise the prince in secret. Alemander IV’s plan was to have the young prince raised to be a great ruler and then declare his succession in Prince Haedrak’s favour, disinheriting the young, selfish and grasping Alemander. Alustriel turned the care of the infant over to the infamous Old Sage, Elminster. Exactly what favours Alustriel called in to arrange this are unknown. Elminster took the child under his wing, raising him in the ways of magic and making him his scribe and apprentice.

Prince Alemander V spent the next twelve years making friends and allies at court. The corrupt Duke of Dusk became a key ally, as did General Sharboneth, commander of Tethyr’s armies. Alemander started a friendly correspondence with the Syl-Pasha Rashid of Calimshane. Corruption ran rampant through Tethyr’s nobility and military, and soon only Valon Morkann, Duke of Elestam, could be said to remain just and honourable. The peasantry of Tethyr soon chafed under an increasingly brutal rule.

Alemander V planned a coup to topple his father and seize the throne, arranging with General Sharboneth to besiege Castle Tethyr with an army disguised as a peasant uprising. Many real peasants were recruited to this end. However, their hatred of the nobility ran deep after a dozen years of oppression and misrule, and King Alemander IV’s failure to reign in the dukes. The peasants launched their uprising far too early, and the soldiers got caught up in the excitement. The result was that in the early hours of 12 Eleint, 1347 DR, Castle Tethyr was set alight. King Alemander IV, Queen Rhinda, Princess-Consort Dhara, Prince Alemander V, his two sons Jhodak and Leodom, and General Sharboneth were all killed. The Duke of Dusk, the Count of Lathmarch and the Count of Mir also all died, along with the castle garrison. More than six hundred people were killed in total.

The Ten Black Days of Eleint began. Tethyr effectively disintegrated as rebellions, riots, uprisings and murder erupted across the whole country. The genuine grievances of the people were supported and enhanced by the clergy of Beshaba, Goddess of Misfortune. Eight entire noble families were extinguished, six temples were destroyed and four major castles razed. Of the 56 titled nobles and over 100 lesser seated nobles of the realm, only two dukes, one count and five barons survived to the end of the chaos. Duke Morkann fortified Elestam against the chaos and successfully stopped it spreading into his domain. Count Thrynnar of Alonmarch just about managed to retain his position with the help of vassals who knew him to be honourable. Baron Raslemtar of Bashyrvale fled the country to Baldur’s Gate.

The new Duke of Dusk, Lord Nivedann Illehhune, withstood siege in his castle for four years before being finally murdered. Baron Akhmelere of Kirgrove, whose favourite sport was hunting elves in the Forest of Tethyr, vanished when trying to traverse the same forest.

When the Ten Black Days finally ended, Tethyr had been reduced to a collection of rural collectives, not dissimilar to the Dalelands. The major cities, particularly Zazesspur, Saradush and Myratma, managed to reassert themselves as city-states. Ithmong also re-established itself a trading city, but political intrigue was also rife as different factions battled for control.

The Tethyrian Civil War had begun, although for most of its length it was a low-intensity affair, with various clashes between small militia forces support one or other of various nobles. In Tethyr itself, the period became known as the Interregnum, for its interruption of the long rule of the kings.

In 1348 Duke Morkann broke Elestam away from the rest of the nation to become the independent kingdom of Erlkazar. Over the next twenty years more than a quarter of Tethyr’s population left the country, many moving south into Calimshan, north into Amn or east into Erlkazar. Families fled from the war but adventurers and mercenaries moved into Tethyr instead, eager to take advantage of the chaos for profit. For the most part they were disappointed, as the war flared hot and ugly for a few months at a time but then settled down into long, attritional struggles between rival families and clans.

Despite the chaos, Tethyr retained enough national identity to reject attempts by rival nations to take advantage of the chaos. Several factions controlling Tethyr’s fragmented navy unified to throw back raids by the Nelanther pirates, and attempts by both Amn and Calimshan to engage in land-grabbing were resisted by factions who went back to fighting one another right afterwards.

In 1358, during the Time of Troubles, the Red Knight’s avatar possessed Lady Kaitlin Tindall Bloodhawk and led an adventuring band in destroying a large force of monsters invading Tethyr. With the riches gained from this exercise, Lady Bloodhawk founded the Citadel of Strategic Militancy north of Baldur’s Gate. Red Knight’s popularity in Tethyr boomed at this time.

In 1360 several mercenary bands and some Tethyrian nobles, whose troops were seasoned from many years of intermittent warfare, joined the crusade against the Tuigan. The crusade was successful, defeating the Tuigan in the Second Battle of the Golden Way. A young mercenary named Zaranda Star distinguished herself during the engagements and earned enough money to fund several years of adventuring. She travelled widely across Faerûn and reportedly even travelled to Maztica and back shortly after Amn’s unveiling of the True World.

In 1362, Haarken Akhmelere of Ithmong was converted from the worship of Bane (believed slain in the Time of Troubles) to Cyric. He gathered fellow converts and led a small army north out of Tethyr and into Amn, where they seized control of the Twin Towers of the Eternal Eclipse. Akhmelere then led a grand purge, the Second Banedeath, of Bane-worshippers across both Amn and Tethyr. Later that year Teldorn Darkhope and his Knights of the Black Gauntlet, who remained true to Bane, seized control of the city of Mintar on the Lake of Steam.

The Tethyrian Reclamation

By 1350, the Sage Elminster had ceased his wanderings across Toril and the Planes and had “retired” to Shadowdale, his scribe Lhaeo at his side. Now 15, Lhaeo was a skilled fighter and mage himself of no little skill. When he turned 16, Lhaeo was told of his true heritage by Elminster*.

Lhaeo agonised over his birthright and destiny, but knew that returning home to reclaim the throne might do more bad than good. His family’s history was not illustrious and he had no allies in Tethyr, or was even familiar with the country more than in passing. The time was not right for a return home.

In 1366, the adventurer Zaranda Star returned to her ancestral home in County Morninggold. She purchased the entire county from the Order of the Silver Chalice and set it to rights, rooting out bandits, firing corrupt officials and recruiting honest, hard-working people to work for her. By 1367 she had accumulated vast amounts of crops that were in urgent demand in Zazesspur on the other side of the country. She made her way to the largest city in Tethyr and sold her goods for excellent profits, but along the way was harassed by numerous self-styled barons and bandit kings, and was nearly arrested by Baron Faneuil Hardisty of the Zazesspur Council after he decided she was a troublemaker.

Furious, Zaranda founded the Star Protective Services, travelling from town to town to encourage the formation of peoples’ militias and end the depredations of criminals and corrupt nobles. She was invited to help the Ithmong Council organise the defence of the former capital and she complied, but during her stay she was betrayed, captured and smuggled back to Zazesspur. During the chaotic period known as the Days of Terror, Zaranda escaped and with her companions ended the corrupt rule of the city council. The people of Zazesspur named Zaranda Queen by popular acclamation. Zaranda had no wish to see Tethyr riven apart into separate kingdoms and decided that the only way to save Tethyr was to unify it.

Zaranda travelled north and marshalled the people of the Dragon’s Neck Peninsula. Velen swore fealty to her, followed by much of the north. The Grand Druid of Tethir blessed her cause, and most of the northern half of Tethyr recognised her as Queen. The southern – and far more populous – half was more problematic. Despite her services to the city, the rule of Ithmong was overthrown by a corrupt dictatorship. Zaranda’s forces, now called the Royalist Army, won the allegiance of the Purple Hills and the Starspire Mountains before marching on Ithmong and capturing it after a brief siege. Zaranda accepted the proclamation of Queen of Tethyr and renamed the city as Darromar, declaring it the capital of the new Tethyr. As 1368 began, she threw back an ogre and gnoll attack out of the Kuldin Peaks and liberated Saradush.

In the meantime, word of Zaranda’s successes had reached Lhaeo. Khelben “Blackstaff” Arunsun, Archmage of Waterdeep, convinced Lhaeo to take up his birthright. Lhaeo agreed that his claim to the former dynasty might be useful to Queen Zaranda. Open Lord Piergeiron Paladinson presented Lhaeo with the royal regalia of Tethyr and he declared himself in Waterdeep. Tethyrian expats and various mercenary companies agreed to form a new army and sailed for Tethyr.

Meanwhile, Lord Yusuf Jhannivvar of Myratma claimed the throne of Tethyr, citing a dubious bloodline from a long-vanished dynasty. The Royalist Army laid siege to the city, but was disrupted by one of her foolhardy generals. During the resulting confusion, Yusuf captured Zaranda. Simultaneously there was a rebellion in Zazesspur.

The Reclamation hovered on the brink of chaos but Prince Haedrak and his Reclamation Army saved the day. Arriving by sea, they allied with the Royalist Army and re-sieged Myratma. Yusuf tried to smuggle Zaranda out of the city, but Haedrak’s forces intercept them near the ruins of Shoonach. Yusuf was killed, Zaranda liberated and Myratma and Zazesspur both surrendered.

The Tethyrian Civil War ended in the first month of 1369. Zaranda was acclaimed Queen of Tethyr by popular acclaim, but she decided to marry Haedrak to shore up her claim to the throne. Haedrak gladly accepted the title of King-Consort, becoming known as the Scholar King. They soon bore triplets, reorganised Tethyr’s political structure and promoted people of merit into positions of authority. They ended tensions with Erlkazar by recognising Erlkazar’s independence after the king declined to rejoin Tethyr, and ended the long-simmering tensions with the elves of Tethir that had blighted the past century. Tethyr forged new trade and peace agreements with Amn and Calimshan, the long-mooted trade deal with Waterdeep was finally secured and Tethyr seemed set for a bright and prosperous future.

In 1370, the new rulers were presented with a major headache. Fed up with restrictive economic practices that had blighted their economies, the Amnian settlements of Trailstone and Riatavin simultaneously defected from the rule of Amn. They declared themselves independent and petitioned to join Tethyr. The Queen decided to open negotiations with the Council of Six in Athkatla rather than immediately take such provocative action. However, the Amnian government was furious and refused to even entertain the idea of losing one of its largest cities to its southern neighbour. The two nations started fortifying their borders, raising the spectre of war.

However, other events overtook them. In Mirtul 1370, Teldorn Darkhope of Mintar sent his troops across the border into Tethyr, overrunning and capturing the frontier town at Kzelter. However, the Tethyrian troops at Kzelter held out for longer than expected, delaying Darkhope’s plans for a rapid march towards Saradush. By the time he finally secured the region, the Tethyrians had assembled a large army at Ithal Pass, blocking his plans for a further advance. Instead, he began building up more troops for a large-scale clash, complicated by Calimshan moving troops to its far north-eastern border, apparently to support Tethyr.

On the seventh day of Eleasias 1370, the ogre-magi Sythillis and Cyrvisnea, allied to the Cyricists of the Twin Towers of the Eternal Eclipse and the pirates of the Nelanther Isles, struck out of the Small Teeth and Tejarn Hills in overwhelming force. They invaded Amn, capturing the city of Esmeltaran, before taking the city of Murann on Tarseth Bay, their true prize all along. Amn abandoned its military build-up to retake Riatavin, instead directing all available forces westwards against the ogres.

Amn retook Esmeltaran with heavy losses, leaving it too weak to retake Murann. They got a lucky break when the Cyricists of the Mountain of Skulls declared the priests of the Twin Towers to be traitors and captured the fortress complex in a major assault, removing a major obstacle to Amn sending troops through the Small Teeth.

As of the start of 1371, the political situation is complex. The Sythillisian ogres have secured Murann and the Nelanther pirates have agreed to act as their navy. In a surprising move, the Sythillisians have sued for peace with Amn and asked for diplomatic recognition from other nations, offering to rule Murann as an open port for the enrichment of all. Amn, unsurprisingly, is not keen on the offer. Tethyr has offered Amn military support in retaking Murann in return for recognising their own annexation of Riatavin, which the Amnians are divided over. Tethyr is also simultaneously trying to raise a large enough army to retake Kzelter, but Banites from across Faerûn have flocked to Teldorn’s banner in Mintar, resulting in a surprisingly large army now dedicated to holding the town.

How long this situation can endure is unclear, but it is certain that Tethyr’s future may be as long and eventful as its history.

*Contradictory information says that Lhaeo was not told about his heritage until during the Reclamation Wars in 1368, some 17 years later, and by Khelben Arunsun. Some have theorised that Elminster told Lhaeo of his true heritage but Lhaeo immediately tried to leave to return home. Elminster may have blanked his memory of the truth to stop him getting himself killed, so the two sources are not in conflict.

A political map of Tethyr. Please click for a larger version.


Tethyr is traditionally a hereditary monarchy, with the monarch ruling with the assent and assistance of a governing council.

Queen Zaranda Star Rhindaun is Queen of Tethyr, ruling from the capital city of Darromar with the approval of the people. Her husband is King-Consort Haedrak Rhindaun III, known as Lhaeo, the younger son of King Alemander IV, the last king of the Lion’s Dynasty before the civil war. This has added legitimacy to Queen Zaranda’s claim to the throne, although it is understood that she is Queen and he merely her consort.

The Royal Council of Tethyr has been established, representing the realm’s dukes, premier warriors and noteworthies. The elves of Tethir and the halflings of the Purple Hills have voices on the Council, as do the Druids of the Wealdath. In order to retain their position, the dukes and counts must rule responsibly and sensibly, and failure to do so may result in their removal.

The former Royalist and Reclamation Armies now form the core of the Royal Army of Tethyr, a small standing force which can be rapidly reinforced with conscripts in times of war. Because Tethyr has spent more than twenty years in a state of constant conflict, enormous numbers of Tethyr’s population have recent combat experience, giving them a large pool of well-trained soldiers to call upon. As with kingdoms like Cormyr and Impiltur, Tethyr is also developing its own cadre of magic users to reinforce the conventional armies in battle.

Tethyr has re-established diplomatic ties with its neighbours. Syl-Pasha Ralan el Persarkhal of Calimshan, a wily operator if there ever was one, has welcomed Tethyr’s return to stability and offered military support to Tethyr in its struggle with Kzelter (though some ponder if he has done so with the intent of capturing Mintar, providing a springboard for a Calishite resurgence around the Lake of Steam). His full ambitions are unclear, but his good faith is being taken as genuine for the moment.

Relations with Amn are much more complex: the Council of Six has welcomed the end of the war but is deeply unhappy with Riatavin’s defection to Tethyr. War between Amn and Tethyr was only averted by the advent of the Sythillisian War instead. Tethyr has offered Amn assistance in exchange for recognising Riatavin’s annexation, a decision that Amn is agonising over (as without Tethyrian reinforcements, Amn is unlikely to be able to retake Murann from the ogres). The situation remains fluid.

Tethyr is technically in a state of war with the city-state of Mintar on the Lake of Steam, after the latter captured Tethyr’s frontier town of Kzelter. Mintar currently has 23,000 troops around Kzelter whilst Tethyr has reinforced Ithal Pass to the north-west with some 15,000 troops. Calimshan has also moved an unknown number of troops into the area. Tethyr has demanded that Mintar withdraw from Kzelter immediately, but Mintar has refused. Mintar lacks the strength to invade further into Tethyr, but Tethyr does not have enough firepower to retake Kzelter without Calishite aid, and is wary of the cost of such assistance. The situation remains tense.


The traditional, most-favoured gods of Tethyr are Helm, Ilmater, Torm and Tyr. The nature gods (Chauntea, Silvanus, Eldath) are also heavily worshipped, especially in and around the Forest of Tethir. Sune and Lliira are also growing in popularity. The elves of Tethir worship the Seldarine, the elven pantheon, whilst the halfling pantheon is worshipped amongst the halfling communities of the Purple Hills and the northern slopes of the Marching Mountains.

Talos, Bane and Cyric are especially unpopular in Tethyr, and the worship of Beshaba is particularly despised since her clergy’s activities are blamed for the worst excesses of the Ten Black Days of Eleint. Mystra was formerly popular before the civil war, but her worship has been associated with the decadence and corruption of that time and many of her temples in Tethyr were destroyed during the civil war. King-Consort Haedrak, in particular, is trying to encourage the return of Mystra worshippers to Tethyr.

A deity whose worship is booming in Tethyr is Siamorphe, formally a demigoddess restricted to the Waterdeep region. Queen Zaranda has been public in her worship of Siamorphe, and the goddess incarnated herself at Zaranda and Haedrak’s wedding.

The Royal Council of Tethyr

The Royal Council of Tethyr consists of the following worthies of the realm:

  • Zaranda Star Rhindaun, Queen of Tethyr
  • Haedrak Rhindaun III, the Prince-Consort of Tethyr, Duke of the Crown Lands
  • Vajra Valmeyjar, Royal Warlord, Duchess of Ankaram
  • Alaric Hembreon, Duke of the Golden Marches, Lord Royal Chancellor
  • Tardeth Llanistaph, Duke of Suretmarch, Lord Just Chancellor
  • Llachior Blackthorn, Duke of Cape Velen, Lord Royal Durbland
  • Inselm Hhune, Duke of Kamlann, Lord Watch Chancellor
  • Marilyn Haresdown, Duchess of the Purple Marches, High Ambassador of Tethyr
  • Mirthal Aendryr, Duke of Durmista and the Suldusk Elves, Scoutlord of Her Majesty’s Scouts
  • Allain “Foxfire” Kevanarial, Duke of Noromath and the Elmanesse Elves, Bowlord of Her Majesty’s Bowmen
  • Lyrminor Vineshigh, Hills’ Voice and Lord-Mayor of Vineshade
  • Rauthomyr, Truthspeaker of Wealdath
  • Vorn Ghalmrin, Shield Brother
  • Simonne Whitebrow, Samnilith, priestess of Gond and City Councillor of Zazesspur
  • Arkaneus Silvermane, Archdruid of Mosstone

Divisions of Tethyr

Tethyr is politically divided as follows:

  • Principality of the Corsairs’ Sea (Princess Sybille Rhindaun)
    • Cape Velen Duchy (Duke Llachior Blackthorn)
      • County Firedrake (Count Ondul “Warhammer” Jarduth)
      • County Fyraven (Count Tanar Keelson)
      • County Greenshores (Count Jordy Gallum)
    • The Wealdath (Truthspeaker Rauthomyr)
      • Duchy Noromath (Duke Allain “Foxfire” Kevanarial)
      • Duchy Durmista (Duke Mirthal Aendryr)
  • Principality of Ankramir (Princess Cyriana Rhindaun)
    • Kamlann Duchy (Duke Inselm Hhune)
      • County Starspur (Countess Corinna Dezlentyr)
      • County Uluran (Count Silvanus Moondrop)
    • Purple Marches Duchy (Duchess Marilyn Haresdown)
      • County Vintor (Count Krimmon Amethystall)
      • County Bardshyr (Count Ellem Sunspear)
      • County Elemetar (Countess Perendra Raslemtar)
    • Ankaram Duchy (Duchess Vajra Valmeyjar)
      • County Calimmon (Countess Kyrin Hawkwinter)
      • County Monteshi (Count Oxsal Keeneyes)
  • Crown Lands Duchy (Prince-Consort Haedrak Rhindaun III)
    • County Ithmonn (Count Malcor Grannox)
    • County Rivershire (Count Zelphar Thann)
    • County Varyth (Count Dancon Riiklass)
    • County Spellshire (Count Gamalon Idogyr)
  • Principality of the Iltkazar Highlands (Prince Coram Rhindaun)
    • Golden Marches Duchy (Duke Alaric Hembreon)
      • County Valashar (Count Holver Roaringhorn)
      • County Hazamarch (Count Rikos Dughol)
      • County Morninggold (Count Aalangama Gulderhorn)
    • Suretmarch Duchy (Duke Tardeth Llanistaph)
      • County Mirkazar (Count Yuldar Llistiin)
      • County Alonmarch (Count Vartan Thrynnar)
      • County Surkazar (Count Oon Santele)

The Rulers of Tethyr

The Darrom Dynasty

  • born 237 BDR, reigned 212-183 BDR: Darrom, First King of Tethyr
  • b. 209 BDR, r. 183-118 BDR: Silvam
  • b. 179 BDR, r. 118-98 BDR: Nishan I
  • b. 159 BDR, r. 98-75 BDR: Garynor
  • b. 159 BDR, r. 75-64 BDR, died 45 BDR: Rhynda (regent)
  • b. 79 BDR, r. 64-6 BDR: Nishan II

The Shoon Dynasty of Tethyr (Shoon Traitorum)

  • b. 60 BDR, r. 6-2 BDR: Amahl I
  • b. 37 BDR, r. 2 BDR – 15 DR: Amahl II
  • b. 14 BDR, r. 15-27 DR: Amahl III

The Cormal Dynasty of Tethyr (Shoon Traitorum)

  • b. 4 DR, r. 27-63: Rahman
  • b. 35, r. 63-97: Leodom I
  • b. 64, r. 97-113: Hazam I
  • b. 85, r. 113-136: Leodom II
  • b. 109, r. 136: Yusuf
  • b. 117, r. 136-175: Leodom III
  • b. 149, r. 175-187: Leodom IV
  • b. 124, r. 187-193: Tassiva Cormal (regent)
  • b. 178, r. 193-209: Hazam II
  • b. 158, r. 209-211: Tebalan Pahuk (regent)
  • b. 172, r. 211-217: Moshafi Telerus (regent)
  • b. 180, r. 217-223, d. 251: Matamid Korrunhel (regent)
  • b. 208, r. 223-229: Emyr

The Korrunhel Dynasty (Shoon Traitorum)

  • b. 180, r. 229-251: Matamid
  • b. 224, r. 251-260: Xandar
  • b. 244, r. 260-310: Vajra, first ruling Queen of Tethyr

The Tiiraklar Dynasty (Shoon Traitorum)

  • b. 267, r. 310-315: Karaj I
  • b. 290, r. 315-345: Karaj II

The Tornamn Dynasty (Shoon Traitorum)

  • b. 324, r. 345-380: Kallos
  • b. 345, r. 390-383: Nishan III
  • b. 353, r. 383-396: Herakul, the Kinslayer
  • b. 369, r. 386-449, d. 450: Priam, the Abdicator

The Strohm Dynasty

  • b. 275, r. 450-662: Strohm I, the Elf-King
  • b. 540, r. 662-735: Strohm II, Half-elf King
  • b. 715, r. 735-769: Strohm III
  • b. 745, r. 769-803: Strohm IV
  • b. 787, r. 803-832: Strohm V

The Mallorhen Dynasty

  • b. 799, r. 832-838: Tibor
  • b. 818, r. 838-841: Samyte, the Martyr

The Bormul Dynasty, the Queens’ Dynasty

  • b. 816, r. 841-847: Alisande, second Queen of Tethyr
  • b. 832, r. 847-885: Sybille, the Great, third Queen of Tethyr
  • b. 870, r. 885-922: Cyriana, the Great, fourth Queen of Tethyr
  • b. 893, r. 922-957: Teresa, the Great, fifth Queen of Tethyr
  • b. 927, r. 957-959: Teremir I

The Lions’ Dynasty

  • b. 919, r. 959-974: Mhoaran, the Tusk-Bearded, the Usurper
  • b. 951, r. 974-997: Nearel
  • b. 968, r. 997-1022: Kortal
  • b. 988, r. 1022-1059: Haedrak I
  • b. 1010, r. 1059-1065: Coram I
  • b. 1050, r. 1065-1070: Coram II

The Bormul Dynasty, the Restored Dynasty

  • b. 1045, r. 1070-1071: Teremir II

The Tethyr Dynasty, the Lions’ Dynasty

  • b. 1038, r. 1071-1145: Alemander I
  • b. 1112, r. 1145-1181: Coram III
  • b. 1150, r. 1181-1202: Alemander II
  • b. 1173, r. 1202-1218: Coram IV
  • b. 1167, r. 1218-1227: Kymer, the Shade King
  • b. 1199, r. 1227-1274: Haedrak II, the Corsair Prince
  • b. 1236, r. 1274-1277: Errilam
  • b. 1255, r. 1277-1288: Alemander III
  • b. 1274, r. 1288-1295: Jaszur
  • b. 1274, r. 1295-1319: Olosar
  • b. 1294, r. 1319-1347: Alemander IV

The Rhindaun Dynasty

  • b. 1331, r. 1368-present: Zaranda, the People’s Queen, sixth Queen of Tethyr

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Nations of the Forgotten Realms 31: Sossal

In this series I will be looking at each of the individual nations of Faerûn in turn, in alphabetical order. This series is based around the status of each nation as of 1371-72 Dalereckoning (at the end of D&D 2nd Edition and the start of 3rd Edition). The maps are drawn from The Forgotten Realms Interactive Atlas CD-ROM and their respective 1st and 2nd Edition sources. They are not necessarily current for the 5th Edition of the setting (which is set c. 1496 DR), as borders have changed and some towns and cities have fallen, whilst newer ones have risen.

A map showing the lands of Sossal. Please click for a larger version.
  • Ruler: The Circle of the Frozen Sun (druidic order)
  • Capital: Sundice
  • Settlements: Dharvil, Naupau, Shannath, Uldfest
  • Population: unknown, but believed to be 99% human with some isolated dwarven settlements
  • Area: 363,151 miles² (940,556.772 km²)
  • Military: Local militias and a strong warrior culture
  • Languages: Common (with a Damaran influence), Uluik (along the Great Glacier), Sossrim, Skaevrym (Sossrim dialect)
  • Religion: Auril (benign aspect)
  • Exports: Dwarven weapons, silver, various kinds of meat
  • Imports: Fine wooden furniture, furs, gold, seal meat
  • Sources: Dwarves Deep (Ed Greenwood, 1990),The Great Glacier (Rick Swan, 1992), Warriors and Priests of the Realms (John Terra, 1996), Forgotten Realms Campaign Setting, 3rd Edition (Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, 2001), The Grand History of the Realms (Brian R. James, Ed Greenwood, 2007)


Sossal may be the most isolated nation in Faerûn, certainly relative to its impressive size. Sossal is located north and east of the Great Glacier, consisting of both highly mountainous regions bordering the glacier and immense plains in the north-east. The nation’s borders extend east to the Great Ice Sea, Yal Tengri. The northern borders have not been determined, but may run all the way to the Endless Ice Sea.

Simply getting to Sossal is a major task in itself. The most direct route is passing over the Great Glacier, but this is an extremely hazardous journey without a native guide. An alternative overland route is striking out across the wilds of far north-eastern Narfell (the domain of the hostile Far Quey tribe) or the North Country of Rashemen, skirting the far eastern feet of the Icerim Mountains and the north-western tip of Taan, and thus coming up into Sossal via the broken and jumbled countryside where the Icerims almost fall into the Great Ice Sea. An alternative is to take a ship across the Great Ice Sea itself, but ports on the sea are very few and far between.

Sossal itself is a frigid, cold land, although this can be overstated: most of Sossal lies at the same latitude as Luruar and Luskan, and only the frigid, lightly-settled northern plains are at the same latitude as Icewind Dale and Hartsvale. Still, compared to most of Faerûn, Sossal is a cold and seemingly desolate land, with the Great Glacier of Pelvuria both helping cool the nation further and providing a huge obstacle to overland travel to the rest of the continent. Sossal’s towns and cities are mostly located in the shadow of large mountain ranges, which help keep the worst of the freezing northern winds away.

The Sossrim are a secretive people. They conduct all trade and relations with outsiders via the port of Naupau and the inland towns of Uldfest and Shannath, where they engage in trade with the natives of the Great Glacier. The Sossrim dress all in white and, amongst themselves, speak a language which seems divorced from the other human tongues of Faerûn. Outsiders are not permitted to visit the capital at Sundice without the express permission of Sossal’s rulers. The Sossrim seem to be divided between hardy warriors, spiritual druids, merchants and artisans, including those who seemingly can carve intricate works of art with just the power of their mind, suggesting psionic powers may be more common in Sossal than other parts of the Realms.

Sossal does have its own trade ships and has established small trading, logging and trapping camps around the coasts of Yal Tengri. They also apparently know of secret ways through the ice pack of the Endless Ice Sea during summer, with Sossrim ships occasionally seen in the Trackless Sea and, on very rare occasions, visiting cities as far away as Calimport, almost exactly 3,000 miles away.


The region today called Sossal was, in ancient times, believed to be part of the great giant realm of Ostoria. After the epic wars between the dragons and the giants over 30,000 years ago, the borders of Ostoria retreated westwards, leaving the region unclaimed for many thousands of years.

The initial settlement of the region took place in 2642 BDR (Before Dalereckoning) and was spearheaded by the dwarves of Clan Dareth, under King Orloebar Snowbeard. The dwarves settled many of the mountain ranges in the region, including the Icerim range, forming the Kingdom of Dareth (later, the Ice Kingdom). However, the creation of the Great Glacier circa 2550 BDR discouraged travel to this area and left the dwarves in an increasingly hostile landscape.

Circa 2320 BDR, a clan of Rashemi origin migrated far to the north, led by the great chieftain Soss. Skirting the Great Ice Sea and the Great Glacier, they found the land unexpectedly opening into a somewhat pleasant region, centred on the valleys of the Armridge and Ushar mountain ranges. They settled in this area, with their descendants becoming known as the Sossrim. The Sossrim became isolated from the concerns of the rest of Faerûn, but did establish friendly dies with the dwarves of Dareth, located under the Icerim Mountains to the south.

Some Sossrim did leave their realm from time to time to explore other lands, and during the Mulhorand-Unther War small numbers of Sossrim mercenaries fought for both sides. During the Orcgate Wars, the Sossrim sent some troops to fight across the orcs alongside the Raumvirans, Rashemi, Nars and Mulhorandi.

In 343 BDR, Dareth was attacked by white dragons from Hoarfaern, a region believed to be located in the south-west of the Great Glacier (possibly the part of the glacier that once covered Vaasa). Dareth was hard-pressed, abandoning its annual trade meets with the Sossrim to focus on the threat. In 329 BDR Dareth was unexpectedly reinforced by Clan Shattered Shield, a dwarven clan from Citadel Sundbarr in Delzoun. The Shattered Shields had abandoned Sundbarr after an altercation with neighbouring Citadel Felbarr, which had spread the slaying slumber disease through their city. The Shattered Shields had fled east in an arduous exodus over the massive ice glaciers spreading over the north of recently-fallen Netheril (now called the High Ice) and then over the Great Glacier itself to Dareth. They found Dareth hard-pressed by the dragons, almost besieged in their mountainous strongholds below the Peaks of Cold Death, in the northern Icerims. The two dwarf factions allied, broke out of their tunnels and established a new fortress on an isolated peak in the northwest of the range, which they dubbed Mount Sundabar in honour of their lost home in Delzoun. Embryn Shattered Shield was elected king of both realms, taking the name Dareth in honour of his new home.

However, the victory was short-lived. Within a few years, the white dragons had regrouped and attacked Mount Sundabar, destroying the dwarf-hold. The dwarves managed to escape and, by now expert dragon-slayers, broke into small groups tasked with ending the threat of the creatures for good. For several years the two forces battled through the mountains, the dwarves taking heavy losses but the white dragons becoming so paranoid they could barely sleep without fear of being awoken of the sound of falling axes. The dwarves and dragons met in a final battle on Heroes’ Height, with both forces being destroyed almost to an individual. Although there were few, if any, dwarven survivors, the white dragon menace in the region was comprehensively obliterated, freeing the area for renewed settlement.

Around 300 BDR, Sossal was invaded by a frost giant army led by the chieftain Orbrud of the Pines. Sossal was sorely-pressed and called for aid. Surprisingly, Arkhan Tallos of Raumathar sent a detachment of wind genasi warriors to aid the Sossrim. With their aid, the Sossrim turned the tide and won the battle. In return, the Sossrim pledged their support and alliance to Raumathar. However, Raumathar did not appear to take up the offer and the Sossrim apparently played no part during the destruction of both Raumathar and its western rival of Narfell in the Great Conflagration.

In 331 DR, the Sossrim tribes were united by Ylaethar the Bear, who declared himself King of Sossal. Under his leadership, the Sossrim settled down into more permanent settlements.

Thanks to Sossal’s remoteness, events in the rest of Faerûn had little impact on the kingdom, which was mostly concerned with internal politics. With the thawing of parts of the Great Glacier, bringing the southern kingdoms of Damara, Narfell and Rashemen closer to Sossal’s borders, the nation did start taking a moderately greater interest in outside affairs, if only to protect their own borders.

In 991 DR, Sossal was invaded by demons that had been imprisoned under the Great Glacier during the height of Narfell, and freed by a freak earthquake. The Sossrim united under King Londraeth and defeated the demons in battle.

In 1319, King Thelessar was murdered by his twin sons Norlith and Baldraeth, who desired the throne for themselves. Both were banished from Sossal for their crimes by the nation’s spiritual leader, Great Druid Ulthorkh. With no other legal heirs to be found, Ulthorkh and his druidic order, the Circle of the Frozen Sun, assumed governance of the nation.

Sossal played no role of note in the Time of Troubles or Tuigan War, and remains something of an enigma to the rest of Faerûn.


Sossal is ruled by the Circle of the Frozen Sun, a powerful druidic order. The Circle took control of the nation after the last king, Thelessar, was murdered by his sons Norlith and Baldraeth. The sons were banished from Sossal and their subsequent fate is unknown. The nation is ruled from Sundice, a city built on the lower slopes of Mount Sundabar, which the dwarves of Dareth once fortified as their capital before they were destroyed in a war with dragons.

Sossal appears to be loosely governed. With no nations pressing on its borders and limited threats from the surrounding lands, the nation is largely free to go about its business without worrying too much about outside threats.

Sossal has no military alliances and only very loose trade ties across the Great Ice Sea. Sossrim traders occasionally appear in other lands, whilst outsider traders are only permitted access to limited locations in Sossal, most notably the port and markets at Naupau. Sossrim hunters and fortune-seekers can occasionally be found wandering the Great Glacier, which they are almost as well-equipped to do as the native Ulutiuns.


The Sossrim almost exclusively worship Auril, the Frostmaiden, which is not surprising for such a northern land. However, the aspect of Auril that is worshipped in Sossal is benign and even friendly, unlike her harsh and cruel countenance which is prevalent elsewhere in the Realms. The reason for this discrepancy is unclear.

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