Thar

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

Raids
The many humanoid tribes of Thar carried 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 were known to enter into agreements with the tribes to encourage them not to attack, but these agreements broke down easily. Scouts, hired adventuring companies, and the barbarians of the Ride also ventured into Thar to hunt these tribes and destroy any creatures they encountered.

Organizations
There were several tribes in 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 controlled the undead of eastern Thar.

History
In 1288 DR, a kingdom in Thar of the same name was established by humans.

In 1303 DR, the kingdom of Thar came to an end, triggered by ogres overrunning the city of Phlan.

Places of interest

 * Abarat's Folly: An unfinished tower built from pure ivory, this was the short-lived project of Abarat an elven wizard of Cormanthor.


 * 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: This city lay near the mouth of the Tormel River, which flowed 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 was bleak and windy, and was highly unsuitable for growing crops.