Thar

Thar, also known as the Great Gray Land, is a rocky, broken moor stretching for hundreds of miles with a harsh climate north of the Moonsea. It is inhabited by wild tribes of humanoids such as orcs who are constantly at war with one another.

Raids
The many humanoid tribes of Thar carry out attacks on caravans heading to or from Glister, the camps in the Galenas foothills or villages in the Stojanow Vale. In an attempt to keep them in check and bring stability to the area, lords and merchants have been known to create agreements with the tribes to encourage them not to attack, but these agreements break down easily. Scouts, hired adventuring companies and the barbarians of the Ride also venture into Thar to hunt these tribes and destroy any creatures they encounter.

Organisations
Several organisations exist amongst the tribes of Thar, including the Burning Daggers, fanatical orc worshipers of Kossuth, the Skullsmashers, a fierce tribe of ogres, and the Red Claws, a goblinoid horde.

Inhabitants
The lich Aesperus controls the undead of eastern Thar.

Places of interest

 * Fangjaws Hold : The lair of the Skullsmashers tribe of ogres, located in the hills in central Thar.
 * Hulburg : A small city on the southeastern edge of Thar.


 * Melvaunt : The city lies near the mouth of the Tormel River which flow from a lake in central Thar.
 * Rosestone Abbey : A ruined abbey near Hulburg dedicated to the worship of Amaunator.


 * Xûl Jarak : An ancient orc citadel containing a passage to the Underdark.

Climate
Thar is bleak and windy, and is highly unsuitable for growing crops.