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Introduction to Tharsult
This island realm is a bank and the Realms equivalent of a stock exchange and a neutral trading ground for many merchants, has an arrangement with certain elves to defend it with their spelljamming ships if need be, and has many subterranean vaults and granaries (chambers in those tunnels).

Architecture
In olden times, almost all of the surface of Tharsult, beyond the docks and “trading halls” adjacent to them of Urbeth (and a few “summer pavilion”-like towers, which are guest accommodations [think hotels] for visitors to the island), is given over to wild gardens (and rocky seacliffs, especially on the western side), with dwellings underground but with windows and doors looking out into the gardens; in other words, most homes are built into the rocks and hills. Over the years, this has changed (see hereafter), but most mainlanders don’t know this.

Tharsult's Wealth
Tharsult has more wealth in (under) it than just about anywhere else in the Realms, but many folk are interested in seeing that it stays safe, so that “neutral ground” holds firm: it’s understood that if you attack or try a heist from Tharsult, you are DEAD as a trader and spender, from that moment on, all across the Realms. So aside from denizens of the Underdark or other planes, no one will think of trying. And Tharsult seems to have guardian dragons of its own to fight such threats, not to mention death tyrants and other unsavory and powerful guardians.

Coin of the Realm
Tharsult uses currencies of everywhere in Faerûn and Laerakond, but one Tharsultan currency travels: the thulth or trade token. A thulth is a rectangular alloy plaque of silver or gold alloy. Dwarves like and use them, though like Tharsultans, when dealing with large values, they prefer trade bars or caged gems: gemstones selected carefully for size and clarity/lack of flaws, then encased in rock crystal translucent “eggs” to protect them. Barter is also big on Tharsult.

Common Trade
Tharsult, known as the Isle of Spices, is a great trading-center wherein much of the bulk goods—and coins—involved in trading around the Shining Sea, and Sword Coast naval trading as far north as Mintarn and Waterdeep, change hands. Tharsult functions as “tolerant neutral ground” for merchants trading in slaves, drugs, and just about everything else. Once a lizardfolk realm (later conquered by seafaring humans), it’s long been known as ‘the’ place where merchant trade flourishes in the Shining Sea, kept free of piracy (along with all surrounding waters within sight of it) by the pirates themselves—because the pirates needed access to all mainland goods, not just what they could seize from ships, and so supported and fostered this ‘safe haven for all.’

Comparison to Aumrauth
Tharsult is adjacent to the undersea aquatic elven realm of Aumrauth (with which Tharsultan traders covertly trade for undersea delicacies, in various local coves by night), and is a rocky and heavily-forested island [[think real-world northern Italy or Tuscany]] that’s been left natural on its cliffs-rising-steeply-from-the-sea western side and its shoal-rocks-girded southeastern shore (that’s of course where any surviving ruins can be found).

The Streets of Tharsult
The rest of Tharsult has been almost entirely built over, in steep terraces of stucco-faced stone homes that abound in flat rooftop gardens, balconies, and small turrets. These walled-garden homes and tall warehouses cluster around stone-and-sarth [crabgrass] streets that rise (usually in spiral-like routes) from the many harbors, notably those in the three largest and busiest coves that lie side-by-side on its northern shore: Aunthurr, Chastal, and Zoana. These moorings and their settlements share place-names, as does the largest harbor of Tharsult’s southern coast, Tunumbar. Smaller coves often have “map names” and different names used by local mariners, which allows Tharsultans to discuss smuggling and covert landings and meetings in front of “outlanders” who may well mistake which coves are being discussed. Of old, Tharsult had quite a reputation for smuggling (thanks to ships dashing from various Shining Sea ports to the island to trade cargoes with pirates and other ships before naval vessels could catch up to and board them), and such activities were aided by many sea-caves that honeycomb the coasts of the Isle of Spices. Curious visitors are warned that most of these caves are now in regular use as docks and warehouses merchants who dwell above them and keep watch over them.

Harbors and Shipyards
All of the four largest harbors are home to large and capable shipyards, which repair vessels and build many new ones. Tharsultan crafters also produce sails, wire, fine chain, metal fastenings. The Isle of Spices is also home to many accomplished forgers and counterfeiters, often outlaws who fled from authorities in various mainland realms, who produce many “false coins” indistinguishable from real currencies. Tharsult’s nickname is derived from its hosting of one of the largest spice markets known in Faerûn.

Wine
Several vintners bring shiploads of ‘raw’ wine to Tharsult for blending and fortifying (into the oily, salty ‘blackwine,’ sherries and liqueurs, and the emerald-hued sintavvin, which is a mint-flavored, palate-cleansing drink favored by few, but used in large feasts in Calimshan and around the Shining Sea to “clear the tongue” between dishes of strong but clashing flavors).

Wealth Is King
Almost anything can be bought, sold, or traded in Tharsult, where wealth is king. Nominally ruled by a merchant Council established centuries ago to put an end to thieving gangs and piracy by such prominent rich merchant families as the once-famous Starth family (a human clan of fabled wealth, now possibly extinct; see Elminster’s Everwinking Eye #79 in Polyhedron Newszine), it’s now policed by Belters: clergy of Waukeen of the lowest ranks (usually ambitious and attentive priests seeking to ‘prove themselves’), who lead small patrols of highly-paid mercenary warriors around the island to primarily do three things: keep order, stopping violence and property crimes such as theft, scuttlings of ships, arson and vandalism; maintain fairness of trade, stopping bribery, cheating, coercion, and secret deals (defined as any arrangement that affects wider market prices and conditions but is kept secret from other traders—such as price-fixing, arrangements of scarcities, and favorable prices to insiders; note that these are legal if declared openly); and prevent gang operations of all kinds, from secret trade-deals (such as price-fixing, arrangements of scarcities, and favorable prices to insiders—whether secret or openly declared, these are illegal when they involve more than two merchants and firms wholly owned by those two merchants) among cabals, to battles between mercantile organizations. Kidnapping on Tharsult is automatically considered “gang operations,” and no Tharsultan can be sold into slavery or traded as a slave. In short, if merchants avoid thievery, overt violence, and unfair dealing, they can very much do as they please. In particular, free speech is upheld: on Tharsult, folk can with impunity talk openly of arranging killings, civil wars, coups, and illicit acts on the mainland and against priesthoods.

Belters
The name ‘Belter’ comes from the distinctive belts (adorned with a row of three hand-sized, diamond-shaped plates of metal, which is the unofficial badge of Tharsult, sometimes seen in the form of banners displaying three copper-hued diamonds on a crimson field), and the Belters all report to ‘Tables’ (trios of experienced Tharsultans of good character, usually retired successful merchants), who in turn report to the Council.

It’s well known that the Council pays Belters very well, and pays undercover spies to watch the Belters (and any merchants who seem interesting) even better. Treachery against the Council (by those working for it) is typically punished by chopping off a hand for the first offense, and either slavery or death for a second. Typical punishments for those who habitually break laws is to be beaten by some Belters, and fined (increasingly) heavily. Exile is usually the ultimate punishment, although death awaits those who poison others.

The Council
The Council is said to have fourteen ‘open’ members and another seven ‘hidden’ members who travel frequently around Tharsult observing conditions and intrigues, and making recommendations to their fellows. The Council votes to establish policy, sometimes in public but more often in secret meetings, and Tharsultans widely believe that the Council is controlled by sinister ‘Hidden Ones’ who are either powerful archmages, horrific monsters, or cabals of mainland rulers or pirates, depending on which local legend one believes.

Barter Currency
Carved statuettes (seldom taller than the length of a man’s forearm) were used as local currency in past centuries, and are still honored on Tharsult, but most visiting traders prefer to use trade-bars, coins, and gems. Pelts (used for the making of fur garments by Tharsultan crafters and by workers in realms that trade with shippers who call at Tharsultan docks) are also locally valued highly enough—and at fairly stable prices—to serve as widely accepted ‘barter-currency’ on the island.

Language
Languages abound on Tharsult, but Common is understood by all, and inhabitants are so interbred that there’s no longer any norm of skin hue, eye or hair color, or even human pureblood appearance. As a result, tolerance for a very wide variety of personal appearance, dress, and customs is high and widespread. Many Tharsultans are fabulously wealthy; locally, pursuing one’s own dreams and remaining true to one’s own principles among the many, many intrigues and schemes is what’s valued most highly.

Among Tharsultans born and bred, popular male given names include:

  • Blaend
  • Corth
  • Darman
  • Endur
  • Feloedarr
  • Haumian
  • Jarth
  • Omthur
  • Paerzar
  • Rolamm
  • Turth
  • Vornan

Popular female first names:

  • Alace
  • Belarla
  • Coril
  • Duthna
  • Evauntra
  • Faelra
  • Glaryse
  • Niune
  • Olarra
  • Yantha
  • Zelope

Popular surnames:

  • Corlaunt
  • Draethe
  • Kuulaum
  • Mauntmeth
  • Norrlun
  • Ontrimm
  • Qhaunz
  • Raraedur
  • Urrstaunt
  • Welve

First Impressions
First-time visitors to Tharsult will be struck by its wealth, crowded conditions, ceaseless deal-making and mercantile chatter, and its exotic [[think real-world Hollywood images of harems]] dancing girls (displayed in many taverns and inns by slavers looking to make on-the-spot sales). Tharsult’s also famous for being ‘the’ place to buy stolen ships, trade-charts of anywhere in the world (usually very reliable, if fragmentary), bottled scents, and treasure-maps (notoriously fanciful).

Rumors
Recent rumor: A reclusive mage of Tharsult who’s been magically augmenting and breeding creatures (lizardfolk? source of the ‘super gargoyle’?) is slain by his creations, which run amok, stowing away aboard ships and causing general mayhem in the Isle of Spices, which serves most Sword Coast shipping as a ‘neutral ground’ supply, refitting, and trading base. Of course, the mage had apprentices, and some of them are missing—along with some of the augmented creatures. Searches don’t uncover these ‘vanished’ beings, or any of the mage’s magic...except a large network of gates opening as doors from a round room atop the mage’s tower (and leading all sorts of places in the Realms). Various power groups desiring to control these gates as a swift cargo-trading/message-conveying network fight to possess them, hiring adventurers and more adventurers as the struggle rages on...

Umbarra
The island east of Tharsult is Umbarra, named for a sorceress who fled from the altar to avoid an arranged marriage she feared and hated centuries ago, and dwelt there in hiding until her death; the ruins of her cave-home are haunted by her oft-seen, restlessly-watching-the-living-in-silence apparition. The island was once home to many wild goats (said to be descended from beasts she brought there), but these were hunted almost to extinction by passing pirates and sailors. Several wealthy merchants (rumored to be pirates, or part of fell, secret conspiracies) are said to now be settling Umbarra and building palatial fortresses there. Umbarra has no cities or sizable settlements, but does have many springs, caves, trees, ‘breakneck’ ravines, and small inlets that can serve as good single-ship harbors.

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Comments

Marco Volo

Great geographical lore! We need more of this, thanks!

Damian Breen

Well that's just flipping brilliant (as always) many thanks 👍🏾

JEREMY E. GRENEMYER

Happy dancing hobgoblins! This is great! I LOVE the variety of currency and objects used for trade and barter. It expands what can be given out as treasure, which gives reason to make the voyage to Tharsult so players can trade and make deals. I’m interested to know if dwarves and gnomes produce some of the fine chain and other intricate metals goods in Tharsult.

Paul S. Enns

Since I couldn't exactly remember where the Shining Sea is, I looked at https://forgottenrealms.fandom.com/wiki/Main_Page and discovered how little information there is about Tharsult and even the Shining Sea on that website. What I'm wondering now is how much of what is revealed in this Patreon, if any, is permitted to be entered into the FR wiki.

Patrick L

This is fantastic, this lore is exactly why I signed up and it's worth every copper.

EdGreenwood

I have a meeting planned with some of the wiki editors on Discord. I'll will let you know where things stand after our conversation!