|Races||Humans (76%), halflings (20%), elves (3%)|
|Population||3,771,360 in 1372 DR|
|Imports||Magic items, mercenaries, spices, weapons|
|Exports||Ambergris, carpets, cheese, cloth, fish, fruit, livestock, nuts, pearls, pipeweed, rugs, silk, tea, vegetables, wine, whale oil|
|Government||Feudal monarchy (free commoners)|
|Ruler||Zaranda Star and Haedrak III in 1368 DR|
Tethyr recently[as of when?] emerged from a decades-long civil war with two new monarchs. The strong rule of Queen-Monarch Zaranda Star Rhindaun and King Haedrak III (who formerly served the great Elminster of Shadowdale as a scribe under the name of "Lhaeo") is beginning to restore hope to a cynical, suspicious, war-torn land.
Tethyr is now growing, establishing ties with hesitant neighbors, and driving monsters from its lands. There is yet much suspicion in the land, especially towards organizations that admit to meddle in the affairs of others, such as the benevolent Harpers or sinister Zhentarim.
As of 1479 DR, the current rulers of Tethyr are Queen Cyriana and King Errilam. They have a daughter, the Princess Zandra, who is also one of the Court Vizeras, along with Mynda.
Life and SocietyEdit
Despite being an arid environment outside the large Forest of Tethir, the majority of the nation lives along the well established trade routes. With two major nations bordering north and south, Amn and Calimshan respectively, the Sea of Swords and its Nelanther pirates as its western border and finally the Omlarandin Mountains to the east.
Known for their tradesmen, exceptional quality is their focus rather then cruelly cutting out competition as it might be in other cities. Many works of wood, furniture, chests, and coffers are all made by or in copy of the Tethyrian fashion. Prosperous families dedicate themselves to one particular trade or good.
Land is the measure of status amongst the Tethyrian's. Nobles have either earned or inherited their land. Commoners are ruled by a Count, who in turn appoints local sheriffs to do the various tasks he appoints from collecting taxes, mustering a militia, and administering laws. They in turn are overseen by Dukes who report to the Queen herself. The Queen has a council of advisors known as the Royal Privy Council made up of her heir or crown regent, a selection of eight dukes of the lands, and five important and key individuals of varying Religious and racial background; The Archdruid of Mosstone, the Treespeaker of the Wealdath, the Hills' Voice (Halfling), the Shield Brother of the Starspire, and the Samnilith (Gnome). The Queen is commander of the standing army.
In addition to the standing army, there are several knightly orders present in Tethyr. Sponsors include Ilmater, Torm, Tyr and Helm. Of significant note is the Order of the Silver Chalice and the Champions Vigilant, sponsored by Helm.
Travelers coming into or through Tethyr are warned that five is an unlucky number.
Major Geographical FeaturesEdit
Spires of MirEdit
The Spires of Mir cover the southern highlands of Tethyr.
Forest of TethyrEdit
Is also known as "The Wealdath." The forest of Tethir is located along the Trade Way, south of the Small Teeth Mountains. In addition to the two elven tribes, Suldusk and Elmanesse, there are a variety of fey creatures that defend these woods as their home. A host of other dangers reside in these woods including several dragons, wyverns, and even lycanthropes. Rumor that portals to the world of the Lythari, shapechanging elves, are located somewhere in the forest as well but only the Lythari would know their location or how to activate them.
Barely passable as mountains, this foothill area is known for the very rare and prized Omlar Gems. These gems are exceptional useful in the arcane arts and often fetch large rewards from those that can afford to purchase such rarities.
The Snowflake Mountains is a mountain range in the far east of Tethyr. Not directly in the sphere of interest of any nations, the Snowflake Mountains are located between Tethyr, Amn, the Shining Plains, and the Lake of Steam. The Snowflake Mountains are best known for the Edificant Library, a place of Deneir and Oghma worshiping, and the childhood home of Cadderly Bonaduce. It has now been magically rebuilt and is called Spirit Soaring.
Despite being a low mountains, treacherous peaks abound through the range. There is said to be a surviving clan of dwarves that have managed over the years to fend off the various creatures making their home on the surface of the mountains. In its eastern stretch lays Mount Thargill that is a inactive volcano.
Darromar is the new capital of Tethyr. This is truly the hub of the nation: it is growing with the influx of mercenaries and monster hunters. Students of the arcane also have a home as there is a small academy for those not desiring to travel south to Calimshan.
Despite its smaller size, this town is of great importance because of its location on the Trade Way. Of additional note is that its proximity with the forest makes dealing with its inhabitants especially delicate. A powerful grove of druids has set its aim on working with and instructing the townsfolk on the proper care of the forest.
Taking much from their neighbors to the south, a strong resemblance to Calimshan is obvious. This is the main port for agricultural goods to and from the inlands. Due to Calimshan being so near, arcane arts are seldom practiced and never in abundance. Of special note, this is the home of the Jaguar Guard. These noble warriors were exported from their home in Maztica far to the west.
Saradush is a metropolis within the land of Tethyr. Once a great bureaucratic center for the city's royal dynasty, Saradush fell into a period of decline following the Spellplague. Despite this, Saradush is becoming an important waystation for trade involving the area surrounding Lake of Steam. Given its proximity to several kinds of terrain, along with increased prominence as trade traffic with Riatavin rises, Saradush has also become a haven for travellers and adventurers alike.
This critical city allows for the trade through the Sea of Fallen Stars. The city was largely overlooked by Amn's growing trade with Maztica and its Council of Six resulted in the secession from Amn to Tethyr occurring in 1370 DR. Rumors of largely hidden Wizards and Sorcerors have sprung forth in support of the secession promising to aide against any actions from Amn.
This coastal city is a naval outpost, protecting against the Nelanther pirates. In addition, due to is coastal location, it is also home to a large seafaring and fishing community. It is rumored that ghosts haunt the city but the people appear to be largely ignorant or uncaring concerning the hauntings.
The former Capital of Tethyr, cut into two by the Sulduskoon River, is still on many levels the glory of surrounding cultures. The city is ruled by a council consisting of Lords. Similarly to Myratma, due to its relative distance to Calimshan, any practicing the arcane arts are lured south with the promise of salary and an easy life.
- Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 157-158. Wizards of the Coast. ISBN 0-7869-1836-5.
- Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 178-179. Wizards of the Coast. ISBN 978-0-7869-4924-3.
- Rand Sharpsword (2002-06-05). More of Waterdeep and Lands of Intrigue!. Rand's Travelogue. Wizards of the Coast. Retrieved on 2010-10-31.
- Lands of Intrigue (zip)
- More of Waterdeep and Lands of Intrigue!
- Psionics, The College of the Eclipse
- History of Tethyr