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Thesk

Alternative names: "The Gateway to the East"

Societal information

The nation of Thesk is an oligarchy of around 850,000 people, inhabited by humans (several subraces), gnomes, and orcs. The majority of its inhabitants are either merchants or farmers. The Golden Way, the main trade route to Kara-Tur, runs through Thesk, exposing it to a wide variety of cultures and making its people more tolerant than most Faerūnians.

History

In eons past, the lands of Thesk were once part of the empire of Narfell, but little survived the Great Conflagration that destroyed that empire in -150 DR. Thesk remained largely empty until Windyn Balindre pioneered the Golden Way trade route to Kara-Tur in 970 DR and immigrants from Impiltur began to settle the land. Balindre and these settlers founded the city of Telflamm in 926 DR on a location said to be the rumored birthplace and home of the god Aroden. In 1177 DR Princess Delile Balindre declared Telflamm (and thus all of Thesk) independent from Impiltur. Thesk became known as the "Gateway to the East".

In 1086 DR, Thay invaded and captured the two southernmost cities of Thesk, Nethjet and Nethentir. Twenty-five years later, in 1110 DR, Thay again invaded, marching on the city of Phent, but this time the combined forces of Impiltur and Thesk defeat the Red Wizards of Thay. Relations between the two nations eventually cooled, and in 1351 DR, one of the first Thayan Enclaves was established in Telflamm.

In 1358 DR, the Time of Troubles struck Thesk and their patron deity Aroden died. A decade long bloody civil war swept over the nation, and turmoil and strife plunged the city into despair.

In 1360 DR, the Tuigan Horde, led by Horselord Yamun Khahan invaded Faerūn from the Hordelands in the east. To meet the threat, the people of the western heartlands, lead by King Azoun IV of Cormyr raised a great alliance made of troops from Cormyr, the Dalelands, Hillsfar, Raven's Bluff, Dwarves from the Earthfast Mountains, and others. Sembia provided funds to hire mercenaries, and Zhentil Keep contributed 1000 Orcs. The armies of the west totaled 28,000 against 100,000 Tuigans. Despite the odds, the alliance defeated the invading horde on the Golden Way near Phsant. The eastern half of Thesk was in ruins, but with the Tuigan threat neutralized, trade with Kara-Tur could resume, and with it, the flow of money into the land. The Orcs decided to settle in the country, becoming "civilized", and the people of Thesk grew to accept them.

Seeing opportunity in a weakened Thesk, the Sharkjaw pirates descend on Telflamm in 1364 DR and make it their home port until being driven them out.

In 1368 DR, a Thayan army under the command of Zulkir Nevron Thrune took control of Telflamm in the name of House Thrune. The Hellknight Order of the Rack, took over Citadel Rivad in 1370 DR. Telflamm became the "City of Twilight."

In 1420 DR, Tai Shing, a Shou hero, successfully drove the criminal gangs out of Phsant to became the First Council Lord of Phsant and then to be elected the first Suzerain of Thesk.

It is now 1461 DR.

Navy and seafaring

The names of vessels from Thesk are based on the goods they carry like "Spicesail" or "Timberhold".

Politics

Thesk is very wealthy and ruled by its wealthiest houses. The richest of these houses patriarchs becomes the lord mayor of Telflamm. The city of Telflamm acts as the capital of Thesk.

Geography

Thesk is located between the Plateau of Thay and the Forest of Lethyr and is largely uninhabited. It has a coastline on the eastern edge of the ea of Fallen Stars, in what is known as the Easting Reach. Much of this coastline is rocky, but ports exist at Milvarune, Nyth, and Telflamm.

This is the setting for the Council of Thieves Adventure Path. The following information is designed as an overview of region around that metropolis, land rife with tiny communities and homesteads from where all manner of heroes might arise, having been raised just outside the sight of the land's infernal aristocracy.

Many sites important to the daily life of Telflamm are not situated within the city walls or directly on its waters. Many Telflamm power players draw their influence or use the effects of these places or structures to increase their influence or hold over others. In addition, the geography and environs of the region affect all those who live therein and those who rule over them. Among the many places of interest or influence are the following.

Ashanath

Ashanath is an unsettled region of Thesk with rich soil. It is primarily covered with grassland inhabited by ankhegs, bulettes, wild oxen and ponies. The area is subject to tornadoes during the summertime, which might be related to the Red Wizards' weather-controlling magic

The Dragonjaw Mountains

The Dragonjaw Mountains form a natural border between Thesk in the north and Aglarond in the south.

The Thesk Mountains

The coastal lands for miles around Telflamm undulate with the rolling Thesk hills which rise into the Thesk Mountains as you go east. The Thesk Mountains occupy an area roughly central in Thesk. Olives, grapes, and various other berries and food trees blanket the hills, making this a rich land for many trade goods. In addition, the River Flam and the River Eth and the many creeks and streams that feed it cut into those hills, exposing clay deposits. While nut-brown in color around Lake Umber, clay deposits along the Flam exhibit a peculiar reddish hue. When fired, the clay becomes a unique scarlet pottery found nowhere else. The clay found between the Three Tumble Pools and the Rikkan Falls produces especially vibrant reds, often referred to as “blood-clay,” since the spring floods make some canyon walls appear to bleed.

The Rifardona

Despite its name, the “Reef of Aroden” is actually a massive sandbar reinforced and built up by mud and debris flowing down the Flam. The slightly arced barrier is more than 12 miles long, rises to within 5 feet of the surface in some places, and shelters the river’s mouth against the worst sea tides and Telflamm from direct assault by naval traffic. Scores of sunken ships lie beneath the waves against the southern slopes of the Flam, victims of overbold explorers and arrogant pilots or simply navigators distracted by the sight of Aroden’s great statue in the northern harbor. The hundreds of shipwrecks suggest why the city remained ‘unknown’ for so long to powers in the east. Seagoing vessels must tack along the Easting Reach cliffs at the northern or southern edges of the bay and turn along the cliffs within 2 miles to safely enter the brackish waters where the sea and the river mix. Between the sheltering Easting Reach and the Rifardona, the City of Twilight suffers very little grief from the tides or sea storms.

The Dhaenfens

This title refers to the collective scores of small streams, shallow pools, meres, and bogs within a ridge of hills where the Upper Flam ends more than 25 miles east of Telflamm. Within these waterlogged lowlands live many types of undead, hags, will-o-wisps, and shrieks of harpies.

Dhaenhold

This long-abandoned castle rots and crumbles amid the overgrowth and wildlife of the Dhaenfens. Rumors mention treasures long held by the Mad Larquessa Olara Dhaen and her father, the insane Larquess Roakar Dhaen. They and their kin held enough power to flee Telflamm enemies here deep in the swamps and build a three-storied castle from stones pulled from the murk. Stories say too that those fell magics eventually turned every servant, soldier, and son into rotting undead monsters, while the daughters became shrieking haunts throughout the swamp. Scores of adventurers have entered the Dhaenfens hoping to leave with Olara’s treasures or diabolical knowledge. Few in Telflamm have ever heard of anyone returning from such quests.

The River Flam

The massive Flam challenges even the mighty Fire River of the Vast for strength of current, depth of both mystery and water in places. Much of the river is wide and slow moving, but it becomes more powerful as its waters approach the Easting Reach. Much to the chagrin of early explorers and some traders still today, the Flam proves impassable by larger vessels 80 miles upriver from Telflamm for various reasons. The riverbed varies in many places and hides rocky shoals that have sunk many vessels. Searching for lost goods or treasures in the river or the bay remains a career for a foolhardy many in western Thesk.

The Three Falls

Of the many hazards to navigation on the Flam, the most notable are the Three Tumble Pools, Chalraka's Tears, and Rikkan's Falls.

Between eastern Thesk and the Easting Reach, the Flam descends 900 feet in elevation, and there are many rapids and three sets of waterfalls along the river. The shallows and rocks beneath all of these falls keep the river from being passable by any craft without a shallow draft like a barge or a very small boat capable of riding the rapids.

From Telflamm heading east, the first falls met are 26 miles upriver called the Three Tumble Pools, a staggered trio of 5-foot plummets (the greatest danger being the very shallow pools between the second and third falls). Next are Chalraka’s Tears, where a massive boulder juts out of the riverbed break to split the river into two distinct falls 33 miles east of Telflamm. Unknown hands carved the boulder’s downriver side as a mourning woman’s face. The narrower northern flow drops 7 feet into a deep pool very close to 15-foot-high canyon walls. The southern falls plummet only 4 feet onto a shallow, rocky slope that equally guides boats against the southern canyon walls or onto rocks just beneath the surface along the river. Sixty miles east within the Forest of Lethyr lie the third and most famous falls. Rikkan’s Falls, 15-foot-high horseshoe falls with a 4-mile-wide Lake Flam at the base of them. The latter were named after a traveller who first drew the falls in 826 DR and published his journals almost 40 years later as “Travels on the Far Frontier”.

Forest of Lethyr

Far to the east lies the Forest of Lethyr, a place with more stories than truths. What folk do know is the trees that grow therein are worth much to traders and craftsmen downriver or in lands east. Darkwood, in the hands of Telflamm shipwrights, becomes sleek dark craft of uncommon maneuverability and strength without added weight. Wizards talk of the even rarer shade maple, a strong wood very easily enchanted as wands or staves. The Forest of Lethyr figures prominently among Telflamm trades- and craftsmen. Deep within the woods, rumors of small settlements of elves persist, but they tend to keep to themselves and avoid travelers.

The Forest of Lethyr occupies the southern half of the Great Dale and is a natural boundary between that land and Thesk. The portion of the forest south of the River Flam is considered Theskian land. The residents of the Great Dale hardly notice. The area has been constantly logged over the years, making it the poor cousin of the northern reaches. Close to the Golden Way, these lands are too near civilization for comfort in the minds of druids and rangers.

The Forest of Lethyr is home to the Nentyarch, the most powerful druid in northeastern Faerūn. The Nentyarch leads the Circle of Leth and their agents, the Nentyar hunters. From his seat at Yeshelmaar, the Nentyarch and the druids who serve him defend the forest against wanton cutting and over-settlement. The Nentyarch is also the master of the Rawlinswood, but two years ago the frenzied hordes of the Rotting Man stormed Dun-Tharos, his former seat of power, and drove the Circle of Leth to the southern forest. Separated by the sparsely populated valley of the Great Dale, these two opposing forces are engaged in a mortal struggle for both woodlands.

The Forest of Lethyr is filled with all sorts of creatures, but the most prominent ones are the treants who work with their humanoid friends to protect the woods. Lethyr is also home to several villages of secretive wood elves, as well as a handful of volodni bands. Human settlements are limited to the forest's southern edges. Spearsmouth Dale is nestled on the edges of the treeless valley closest to the source of the Flam. The next valley to the northeast along the forest's edge is home to Mettledale.

Telflamm

Telflamm is a large independent city-state and the largest settlement in Thesk. Its approximately 114,700 inhabitants are under the rule of a lord mayor.

The Golden Way

Thesk is most famous for the Golden Way. This well-maintained road starts (or ends in) Telflamm and leads all the way to distant Kara-Tur. The Golden Way is a major overland trade artery. Its existence is the primary reason that Thesk isn't simply part of the Great Dale or Thay.

River Eth

The River Eth can be crossed at Gref's Ferry not far from where it empties into the Easting Reach. Farther upriver, it is joined by the Lesser Eth River. The Phent Bridge crosses the Lesser Eth River near Phent and is a significant garrison point for the Hellknight Order of the Rack. Gatehouses placed at either end of the bridge defend this important crossing point. Additional gatehouses are located along the Sere Road near the Dragonjaw Mountains bridges.

Phent

Phent is a sprawling fortress city along the Golden Way that carries with it a heavy feeling of duty, many people here are retired knights and derelict guards, many of Faeruns best human-made weapons and armor can be found here. Recently there has been an influx of Gnomish engineers bringing in their expertise to expand the value and variety of the master craftsmen here.

Since 1426 DR, Hellknight forces frequently occupy Phent seeking rebels and traitors to House Thrune’s rule. Phent’s mayor, Tibalt Khrocini, gained much power and favor (and the title of Vismargrave of Eth) by press-ganging and forcibly enslaving caravans of enemies of certain families at court. This move also allowed him to maintain the flow of goods (if not caravans) along the Sere Road for transport to Lake Umber and Thay.

Phent Bridge

The Hellknight Order of the Rack garrisons the Phent Bridge a mile south-east of the city. The bridge arches more than 30 feet above the River Eth’s surface, its dual gatehouses on both ends of the bridge each manned by a score of Hellknights, at least four Signifiers, and a Paralictor in command. The double-portcullis in each gatehouse allows defenders to let travelers in and trap them between the gates, leaving them at the mercy of the murder-holes overhead.

The Sere Road

The Sere Road pales in comparison to the Golden Way. The rough road, sometimes even trail, follows the Lesser Eth river along its course, crossing in two places on it’s way through Ethvale and on to Nethentir. The forbidding Dragonjaw Mountains loom over the road and only the regular patrols of Hellknights from Citadel Rivad keep the road clear of bandits.

Citadel Rivad

Nestled among the Thesk hills two and a half day’s ride east of the City of Twilight along the Rack road is one of Thesk’s most forbidding sites - the Hellknight hilltop stronghold of the Order of the Rack. Citadel Rivad, once the estate of a long-exiled Thayan noble named Zarthul, is now a sinister walled enclosure, its two gates and surrounding battlements bristling with iron spikes. The dark, three-towered fortress provides soldiers with a commanding view of their surroundings. Seven buildings within the enclosure quarter 150 of the order’s soldiers, attendant slaves, and sundry servants and administrators. As the first holding of the Hellknight Order in Telflamm, Citadel Rivad is a sought-after prestigious post for many Hellknights.

Valignus

“The Burning Dell” rests a bowshot southeast of Citadel Rivad and north of the Rack Road as it winds up toward the Lictor’s Gate. Many boots over the centuries have worn the slopes of the dell into an uneven natural stadium. At the bottom of Valignus, massive charred stumps as wide as a man is tall provide mute evidence of Lictor Almansor’s monthly “clarity pyres” (book burnings). The cluster of stumps or the ground around them smolders for at least 5 days after each dusk-to-dawn burning of confiscated “troublesome materials.”

Phsant

Phsant is a large city of 21,564 inhabitants in Thesk. It is the site of the defeat of the Tuigan Horde and has a large orc population. Phsant also sits along the Golden Way. The orcs formed part of the army that defeated the horde and are now accepted members of the populace, having taken jobs as miners, farmers, guards or mercenaries. The high population of orcs is attracting the immigration of half-orc women who seek a more civilized lifestyle than that available in an orc settlement.

In 1420 DR, Tai Shing, a Shou hero, successfully drove the criminal gangs out of Phsant to become the First Council Lord of Phsant and then to be elected the first Suzerain of Thesk.

Tammar

Tammar is a large town in Thesk with a population of 3,594. It was razed by the Tuigan Horde and subsequently besieged by bandits who took heavy tolls from passing caravans. The government of Thesk hired a hundred orc soldiers to rid the town of the bandits and these orcs are now hailed as heroes in Tammar. The town has since been rebuilt.

Nyth

Nyth is a small city of 11,501 inhabitants in Thesk that relies on trade with its neighboring settlements. Nyth takes its name from a will-o'-wisp that used to haunt the village. In a battle that ended with the deaths of all involved, a cabal of wizards defeated the will-o'-wisp and freed the city. As a result of this, wizards in Nyth are respected but considered to carry great misfortune.

Milvarune

Located on the southern coast of Thesk, overlooking the Sea of Dlurg and Aglarond beyond, Milvarune is a hard place to get to on foot. Sheer mountains cut off its landward approaches except for a couple of tortuous paths not even suitable for an oxcart. Most visitors to this city come by way of the sea. Boats regularly make the run across from Furthinghome in Aglarond or from Teflamm around Cape Dragonfang.

Milvarune is an independent principality, only loosely affiliated with Thesk. For hundreds of years, the Mindosel family has ruled it. The reigning lord is Prince Leonal Demaz Mindosel, who married into the family. Prince Leonal has a bloodline stretching back to the early days of Aglarond to the royalty of the monarchy of Velprin.

Milvarune's population includes Theskians (mostly of Damaran descent), Aglarondans, Impilturan, and a large population of gnomes from the mountains.

Attachment Sort Action Size Date Who Comment
JPEG thesk.jpg manage 168.2 K 2011-07-25 - 13:31 JosiahKnight  
JPEG thesk3d.jpg manage 116.8 K 2011-07-25 - 13:40 JosiahKnight  


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