Kismet's Dungeons and Dragons
 

MY EVIL CAMPAIGN

THAY BY REGION

click on the regions to view relevant information
Map © Wizards of the Coast

Alaor

Religion Major Temples: Umberlee, Waukeen
Minor Temples: Bane, Beshaba, Tempus
Shrines: Azuth, Kossuth, Loviatar, Shaundakul
Major industries Ambergris, cartography, mercenaries, pearls, rope, ship supplies, ships, slaves, whale oil
Population estimates Nobles: 984
Commoners: 14,000
Humanoids: 32,832
Slaves: 246,240
Notes Primary shipyards and naval base of Thay; docking place of The Red Scourge, Thay's flagship

Delhumide

Religion Major Temples: Jergal, Shar, Talona
Minor Temples: Azuth
Shrines: Beshaba
Major industries Magical experiments (esp. area effects), poisonmaking, disease studies, undead production
Population estimates Nobles: 657
Commoners: 65,008
Humanoids: 32,832
Slaves: 246,240
Notes Demons, ghosts, and spells haunt the region, which is dotted with ruins; tharch is used for experiments in necromancy, disease, and dangerous massive effects; many corpses are sold and shipped to Delhumide

Eltabbar

Religion Major Temples: Bane, Kossuth, Siamorphe, Waukeen
Minor Temples: Azuth, Gargauth, Loviatar, Shar
Shrines: Cyric, Jergal, Shaundakul
Major industries Art, drugs, foodstuffs, markets, mining, music, pearls, rope, ship supplies, ships, slaves
Population estimates Nobles: 1,576
Commoners: 183,017
Humanoids: 32,832
Slaves: 246,240
Notes Capital of Thay is Eltabbar, a canalled city on the lake; rest of the land used for growing; dotted with Nar ruins; traditional seat of conjuration magic; known for performance art and political power

Gauros

Religion Major Temples: None
Minor Temples: Malar, Siamorphe
Shrines: Bane, Shar, Shaundakul
Major industries Animal products, mercenaries, mining, timber
Population estimates Nobles: 1,287
Commoners: 151,514
Humanoids: 32,832
Slaves: 246,240
Notes A rugged, forested land with no major cities; relatively poor; dotted with Raumathar ruins; traditional seat of divination magic; known for animal baiting and fights

Laprendrar

Religion Major Temples: Chauntea, Tymora
Minor Temples: Azuth, Hoar, Lathander
Shrines: Beshaba, Shar, Shaundakul, Siamorphe
Major industries Cotton, fashion, fish, leather, livestock, mining, weaving
Population estimates Nobles: 1,283
Commoners: 189,419
Humanoids: 32,832
Slaves: 246,240
Notes Least strongly held of the tharchs; borders with Aglarond; traditional seat of illusion magic; known for diplomacy, foreigners, parks and gardens

Priador

Religion Major Temples: Bane, Loviatar, Mask, Shar, Umberlee, Waukee

Minor Temples: Azuth, Beshaba, Cyric, Gargauth, Helm, Siamorphe, Talona
Shrines: Gond, Kossuth, Oghma, Shaundakul
Major industries Caravan supplies, cartography, crafts, markets, monsters, rope, ship supplies, ships, slaves, trade goods
Population estimates Nobles: 1,621
Commoners: 196,018
Humanoids: 32,832
Slaves: 246,240
Notes Major port cities; start of the High Road; traditional seat of evocation magic; known for the Guild of Foreign Trade headquarters, great carven monuments

Pyarados

Religion Major Temples: None
Minor Temples: Bane, Beshaba, Gond, Kossuth
Shrines: Azuth, Shaundakul, Siamorphe
Major industries Animal products, crafts, mercenaries, mining, mounts, weapons and armor (magic and normal)
Population estimates Nobles: 1,411
Commoners: 132,231
Humanoids: 32,832
Slaves: 246,240
Notes Adventurers allowed to explore mountains; dotted with ruins; known for mines and the military academy that trains "gentlemen," namely fighters and blackguards

Surthay

Religion Major Temples: Cyric, Mask, Helm, Tempus
Minor Temples: Bane, Beshaba, Red Knight
Shrines: Azuth, Siamorphe
Major industries Alchemical items, alcohol, animal products, herbs, incense, perfume, potions and oils, spices
Population estimates Nobles: 1,103
Commoners: 140,710
Humanoids: 32,832
Slaves: 246,240
Notes Borders Rashemen; traditional seat of abjuration magic; known for lodges that train a more barbaric warrior tradition, namely rangers and rough fighters

Thaymount (and High Thay, see next entry)

Religion Major Temples: Azuth, Bane, Kossuth, Shar
Minor Temples: Beshaba, Gargauth, Gond, Mask, Loviatar
Shrines: Cyric, Helm, Jergal
Major industries Forgecraft, magical items (weapons, armor, rings, rods, staffs, wands), mining, monsters, construct & undead production
Population estimates Nobles: 1,139
Commoners: 50,000
Humanoids: 32,832
Slaves: 246,240
Notes Restricted to Red Wizards, their support staff and guests; labs

High Thay

Religion Major Temples: Kossuth, Shar, Siamorphe
Minor Temples: Azuth, Bane, Gargauth, Beshaba, Cyric
Shrines: Loviatar, Siamorphe
Major industries Drugs, fruit, tobacco, wine
Population estimates Nobles: 1,969
Commoners: 79,502
Humanoids: 32,832
Slaves: 246,240
Notes Separate region, outside of the Thaymount mountains but on the same plateau; cooler and more humid; fertile; people of power have estates here

Thazalhar

Religion Major Temples: Azuth, Helm, Jergal, Siamorphe
Minor Temples: Oghma, Mask, Shar
Shrines: None; Thazalharians like their temples large
Major industries Advanced spellbooks, aphrodisiacs, art, fashion, perfume, weaving (inc. silk), writing
Population estimates Nobles: 1,387
Commoners: 169,870
Humanoids: 32,832
Slaves: 246,240
Notes Smallest land mass after Alaor; land routes between Thay & Mulhorand; bridge fees; traditional seat of enchantment magic; known for static arts (painting), fashion, fine books, and the Great Library

Tyraturos

Religion Major Temples: Bane, Mask, Talona, Waukeen
Minor Temples: Loviatar, Siamorphe
Shrines: Beshaba
Major industries Crafts, drugs, markets, poisons, slaves
Population estimates Nobles: 1,312
Commoners: 188,888
Humanoids: 32,832
Slaves: 246,240
Notes Crossroads of Thay; exotic slaves; traditional seat of transmutation magic; great gladiatorial arena in the capital city

 
   
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