Post by Xaos on Feb 23, 2006 2:30:59 GMT -5
Humans have been the dominant race in Tethyr for nearly 4,000 years; they account for 35% of Tethyr's current estimated adult population of 3,000,000 (an official Reclamation census has not yet been taken). About one in seven Tethyrians lives in an urban area; most rural folk live along two great trade routes, one going from Murann to Riatavin and the other from Zazesspur to Saradush (including the route south to Myratma). Tethyr had about 4,200,000 citizens only 20 years ago, before its civil war.
Present-day Tethyrian humans are a hodgepodge of creeds and origins, but the true natives result from the mingling of escaped slaves from Calimshan and a small but fierce native human population that appeared around the height of Shanatar. While there have been migrations of humans from the Vilhon Reach, Lantan, Mintarn, and areas farther afield, over 40% of Tethyr's humans descend from immigrants from Calimshan and the city-states on the Lake of Steam.
Halflings are the second-most populous race in Tethyr, accounting for about 19% of the native civilized population. Most halflings reside in the Purple Hills on the western coast, but more young halflings are moving to the cities and into the foothills of the Starspire Mountains north of the Sulduskoon River. Their previous influence in Tethyr never spread beyond mercantile areas, but their strict monopoly of the pipeweed trade earned them a great deal of money, respect, and influence inside Tethyr and Amn. The Purple Hills clans maintain a reputation of producing the best wines in Tethyr, granting them a bargaining chip in dealing with those in power. Now, halflings on the town councils of Zazesspur, Myratma, and Darromar, not to mention halfling counts among the new order in Tethyr, gain great political leverage in their homeland.
Elves have settled the forested lands of Tethyr for centuries, even predating the great dwarven civilization of Shanatar, but their numbers have dwindled steadily across the millennia. When the current forests of Tethir, Shadows, Mir, and the Snakewood were one, they played host to seven large tribes of elves totaling over 500,000 Tel'Quessir. Now, the Forest of Tethir (also known as the Wealdath) holds the largest surviving settlement of forest elves on the Sword Coast, though their numbers are under a tenth of what they once were. During and after the fall of Myth Drannor, some elves escaped the carnage and fled to safety under Tethir's boughs. Only two elven tribes, the native Suldusk and the immigrant Elmanesse, now make up the elves of Tethir, and their attitude toward the other races of Tethyr is cautious at best. The last three kings of Tethyr sanctioned the slaughter of elves and felling of trees, and this is not easily forgotten.
Dwarves have not been influential or populous in Tethyr since the fall of Shanatar 4,000 years ago. Few clans survive; one small clan resides in the eastern arm of the Starspire Mountains, and five clans share the caverns of the Iltkazar mountain range (the five chains of mountains from the northern Giant's Run down to the Alimir Mountains south of Kzelter), within Tethyr and its neighbor Erlkazar. Starspire dwarves, Clan Ghalmrin, are gem-cutters and miners. They trade infrequently with Zazesspuran merchants, often the only contact Tethyrians have with native dwarves (though eastern highlanders have much contact with the shield dwarves of the Kuldin and Omlarandin Peaks in Erlkazar). Plunderers of Shanatar's lost riches can expect to meet with dwarves and monsters offering serious resistance.
Gnomes in Tethyr are a rare and curious sight, though they are more numerous here than in any other country west of the Sea of Fallen Stars. The majority of gnomes are dispersed as adventurers or employees in the greater cities; one village south of Myratma and two villages north of Saradush account for the remaining gnomish population, though there are ancient legends of a lost village of forest gnome warriors in the eastern stretches of the Forest of Mir. Most gnomes of Tethyr are either shepherds or merchants, treated as equals by local halfling clans.
Half-elves here are rare but are accepted by most Tethyrian humans, though treated with suspicion (if not hatred) by elves. There are exceptions, such as the half-elf children born among the druids of Mosstone and the elves, or those whose personal actions and heroism prove their honor and integrity to elves.
Half-orcs are more common than half-elves but never easily accepted by any race. In fact, they are often considered as much monsters as full orcs. To survive in Tethyr, half-orcs must have luck, skills, and behavior above reproach-and few do. Queen Zaranda is changing how half-orcs are treated, but old attitudes hold sway the farther from the capital one travels.
In the past, Tethyr was patrolled by its army to keep monster populations at absolute minimums; kobolds became extinct in Tethyr nearly 500 years ago. Now, many monster races native to Faerûn (and many bandits, too) can be found in the countryside, thanks to the disarray of the last 20 years. Warlord Vajra Valmeyjar's scouts and adventurers are now licensed to hunt down monsters. The fight to restore Tethyr's reputation as a monster-free nation continues in the eastern highlands, and the movement of monsters escaping Tethyr is worrisome to its neighbors.
Present-day Tethyrian humans are a hodgepodge of creeds and origins, but the true natives result from the mingling of escaped slaves from Calimshan and a small but fierce native human population that appeared around the height of Shanatar. While there have been migrations of humans from the Vilhon Reach, Lantan, Mintarn, and areas farther afield, over 40% of Tethyr's humans descend from immigrants from Calimshan and the city-states on the Lake of Steam.
Halflings are the second-most populous race in Tethyr, accounting for about 19% of the native civilized population. Most halflings reside in the Purple Hills on the western coast, but more young halflings are moving to the cities and into the foothills of the Starspire Mountains north of the Sulduskoon River. Their previous influence in Tethyr never spread beyond mercantile areas, but their strict monopoly of the pipeweed trade earned them a great deal of money, respect, and influence inside Tethyr and Amn. The Purple Hills clans maintain a reputation of producing the best wines in Tethyr, granting them a bargaining chip in dealing with those in power. Now, halflings on the town councils of Zazesspur, Myratma, and Darromar, not to mention halfling counts among the new order in Tethyr, gain great political leverage in their homeland.
Elves have settled the forested lands of Tethyr for centuries, even predating the great dwarven civilization of Shanatar, but their numbers have dwindled steadily across the millennia. When the current forests of Tethir, Shadows, Mir, and the Snakewood were one, they played host to seven large tribes of elves totaling over 500,000 Tel'Quessir. Now, the Forest of Tethir (also known as the Wealdath) holds the largest surviving settlement of forest elves on the Sword Coast, though their numbers are under a tenth of what they once were. During and after the fall of Myth Drannor, some elves escaped the carnage and fled to safety under Tethir's boughs. Only two elven tribes, the native Suldusk and the immigrant Elmanesse, now make up the elves of Tethir, and their attitude toward the other races of Tethyr is cautious at best. The last three kings of Tethyr sanctioned the slaughter of elves and felling of trees, and this is not easily forgotten.
Dwarves have not been influential or populous in Tethyr since the fall of Shanatar 4,000 years ago. Few clans survive; one small clan resides in the eastern arm of the Starspire Mountains, and five clans share the caverns of the Iltkazar mountain range (the five chains of mountains from the northern Giant's Run down to the Alimir Mountains south of Kzelter), within Tethyr and its neighbor Erlkazar. Starspire dwarves, Clan Ghalmrin, are gem-cutters and miners. They trade infrequently with Zazesspuran merchants, often the only contact Tethyrians have with native dwarves (though eastern highlanders have much contact with the shield dwarves of the Kuldin and Omlarandin Peaks in Erlkazar). Plunderers of Shanatar's lost riches can expect to meet with dwarves and monsters offering serious resistance.
Gnomes in Tethyr are a rare and curious sight, though they are more numerous here than in any other country west of the Sea of Fallen Stars. The majority of gnomes are dispersed as adventurers or employees in the greater cities; one village south of Myratma and two villages north of Saradush account for the remaining gnomish population, though there are ancient legends of a lost village of forest gnome warriors in the eastern stretches of the Forest of Mir. Most gnomes of Tethyr are either shepherds or merchants, treated as equals by local halfling clans.
Half-elves here are rare but are accepted by most Tethyrian humans, though treated with suspicion (if not hatred) by elves. There are exceptions, such as the half-elf children born among the druids of Mosstone and the elves, or those whose personal actions and heroism prove their honor and integrity to elves.
Half-orcs are more common than half-elves but never easily accepted by any race. In fact, they are often considered as much monsters as full orcs. To survive in Tethyr, half-orcs must have luck, skills, and behavior above reproach-and few do. Queen Zaranda is changing how half-orcs are treated, but old attitudes hold sway the farther from the capital one travels.
In the past, Tethyr was patrolled by its army to keep monster populations at absolute minimums; kobolds became extinct in Tethyr nearly 500 years ago. Now, many monster races native to Faerûn (and many bandits, too) can be found in the countryside, thanks to the disarray of the last 20 years. Warlord Vajra Valmeyjar's scouts and adventurers are now licensed to hunt down monsters. The fight to restore Tethyr's reputation as a monster-free nation continues in the eastern highlands, and the movement of monsters escaping Tethyr is worrisome to its neighbors.