Tethyr

Tethyr is a nation in the Lands of Intrigue of west Faerûn.

Geography
Tethyr is bordered by Amn to the north, and Calimshan to the south. Its western coast is on the Sea of Swords, and pirates of the Nelanther Isles have long harried the kingdom's maritime commerce, especially as trade vessels bound for or returning from far-off Maztica. Finally, the Omlarandin Mountains stand to the east.

Large swaths of Tethyr are forested, and the forests are home to populations of wood elves, who are wary of humans.

Geographical Features
Inland Tethyr is relatively flat, though not without hills.

The Spires of Mir cover the southern highlands of Tethyr.

The Forest of Tethir is also known as the Wealdath and is located along the Trade Way, south of the Small Teeth Mountains. In addition to the Suldusk and Elmanesse elven tribes, the Wealdath is home to a variety of fey creatures and other dangers, including dragons, wyverns, and lycanthropes. Rumors also claim the forest hides portals to the world of the lythari, a species of shapechanging elves, though only the lythari know the portals’ locations and how to activate them.

Barely considered mountains, the foothill area of the Omlarandin Mountains is known for its rare and prized omlar gems. These gems are useful in the arcane arts and can be worth large sums.

The Snowflake Mountains lie at the far eastern edge of Tethyr. The range holds some of the tallest mountains in Faerûn  and forms a natural border between Tethyr, Amn, the Shining Plains, and the Lake of Steam. The area was once the barony of Impresk within Erlkazar. The best known locations in the Mountains are the Edificant Library, a place of worship of Deneir and Oghma, and the childhood home of Cadderly Bonaduce, later called Spirit Soaring.

Lower than the Snowflake Mountains, but no less treacherous, the Starspire Mountains lie in central Tethyr. It is in this range, near the inactive volcano, Mount Thargill, that the few remaining dwarf clans of Tethyr live.

Climate
Summers in Tethyr are long and temperate. Inland regions typically experience a wet season of about two weeks with heavy rain.

Government
In 1369 DR, after a two decade (1347–1369 DR) period of civil war, Tethyr was United under the ruler ship of Queen-Monarch Zaranda Star Rhindaun and King Haedrak III (formerly "Lhaeo,” formerly the scribe of Elminster of Shadowdale).

In 1479 DR, Queen Cyriana III and King Errilam II ruled in Tethyr. They had several daughters, most notably Princess Zandra, who was also a Court Vizera, and Princess Anais.

As of 1489 DR, Anais Rhindaun is queen of Tethyr, having survived her eldest sister Zandra.

Village Lords and Harbormasters
In the Lands of Intrigue, which includes the nations of Amn and Tethyr, smaller settlements and port townships elect their own village lords, mayors, and harbormasters. In larger cities, however, local nobles and other leading families generally have the right to appoint individuals to such positions, and use them to reward investors and other distinguished individuals. Should an election need to be held, voting rights are granted to stakeholders, businesspeople, property owners, and warehouse or shipyard landlords.

In all situations, voting takes place in person in front of the local herald. Votes are cast vocally and formally witnessed by a group of clergy comprising representatives from all denominations worshipped locally. Candidates for most offices can be any local resident. Votes are counted by pebbles tossed in jars; each stone represents a vote and is put in the appropriate jar as the voter voices their choice. These voting jars are labeled and safeguarded by the herald and witness priests. Election time can last as long as a tenday, but more commonly lasts for two or three days. All that is needed to win most elections is a simple majority. If tempering is suspected during counting, the new election is held, and local clergy perform the duties of the office until a legitimate winner can be determined.

Society
Tethyr has been rebuilding steadily since the end of its civil wars, but it remains a cautious - even suspicious - nation. Groups with a tendency to interfere in the affairs of others, even the benevolent Harpers, often find themselves unwelcome.

Despite having an arid environment outside the large Forest of Tethir, the majority of the population lives along the established trade routes.

Known for their tradesmen, exceptional quality was their focus rather than cruelly cutting out competition as it might be in other cities &mdash;indeed, they prized craftsmanship above most other things. Many works of wood, furniture, chests, and coffers were all made by or in copy of the Tethyrian fashion. Prosperous families dedicated themselves to one particular trade or good.

Land was the measure of status amongst the Tethyrians. Nobles either earned or inherited their land. Commoners were ruled by a count, who appointed local sheriffs to do various tasks, from collecting taxes, mustering a militia, and administering laws. They in turn were overseen by dukes, who reported to the Queen herself. The Queen had 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 backgrounds: the Archdruid of Mosstone, the Treespeaker of the Wealdath, the Hills' Voice for the halflings, the Shield Brother of the Starspire dwarves, and the Samnilith for the gnomes.

The Queen was commander of the standing army. In addition to the standing army, there were several knightly orders present in Tethyr. Sponsors included the churches of Ilmater, Torm, Tyr, and Helm. Of significant note were the Order of the Silver Chalice devoted to Siamorphe and the Champions Vigilant, sponsored by Helm.

Travelers coming into or through Tethyr were warned that five was considered an unlucky number.

It was common practice in Tethyr to take both hands of a guest as a form of greeting.

The people of Tethyr rested after lunch for the early afternoon.

Architecture
Buildings constructed close to the Trackless Sea tended to be constructed from stone and brick with tiled roofs that were slanted, because of the heavy rainfall near the coast. Buildings built more inland were more likely to be constructed with adobe walls with flat roofs.

Major Cities
Darromar was the new capital of Tethyr. This was truly the hub of the nation: it was growing with the influx of mercenaries and monster hunters. Students of the arcane also had a home as there was a small academy for those not desiring to travel south to Calimshan.

Despite its smaller size, the town of Mosstone was of great importance because of its location on the Trade Way. Of additional note was its proximity with the forest, which made dealing with its inhabitants especially delicate. A powerful grove of druids focused on working with and instructing the townsfolk on the proper care of the forest.

Taking much from their neighbors to the south, Myratma's strong resemblance to Calimshan was obvious. This was the main port for agricultural goods to and from the inlands. Due to Calimshan being so near, arcane arts were seldom practiced and never in abundance. Of special note, this was the home of the Jaguar Guard. These noble warriors were exported from their home in Maztica far to the west.

Saradush was 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 became an important waystation for trade involving the area surrounding the Lake of Steam. Given its proximity to several kinds of terrain, along with increased prominence as trade traffic with Riatavin increased, Saradush also became a haven for travelers and adventurers alike. .

The critical city of Riatavin allowed for trade through the Sea of Fallen Stars. The formerly Amnian city was largely overlooked by Amn's growing trade with Maztica and its Council of Six, which resulted in its secession to Tethyr in 1370 DR. Previously hidden wizards and sorcerers sprang forth in support of the secession, promising to aid against any actions from Amn.

The coastal city of Velen was a naval outpost, protecting against the Nelanther pirates. In addition, due to its coastal location, it was also home to a large seafaring and fishing community. It was rumored that ghosts haunted the city but the people appeared to be largely ignorant or uncaring concerning the hauntings.

The former capital of Tethyr, Zazesspur was still on many levels the glory of the surrounding cultures. It was cut in two by the Sulduskoon River. The city was ruled by a council of lords. Similar to Myratma, due to its relative distance to Calimshan, any practicing the arcane arts were lured south with the promise of salary and an easy life.

Appearances

 * Adventures
 * Dungeon #38, "A Blight on the Land"
 * Novels
 * War in Tethyr &bull; Blackstaff Tower
 * The Ring of Winter &bull; Sentinelspire &bull; The Sapphire Crescent
 * The Ring of Winter &bull; Sentinelspire &bull; The Sapphire Crescent

Connections
Téthyr Tethyr