Maps of Thay
#1
I have a fascination with maps. This fascination led to the development of Thay’s overland travel system and the in-game locations of cities, towns, and other points of interest being almost exactly where they should according to the map of Thay found in the 3rd edition ‘Unapproachable East’ sourcebook.

You can download the same maps I used when creating portions of this PW by clicking this Thayan Maps link. That download contains the most updated version of the overland map, in addition to maps of Thay, Bezantur, and Eltabbar. Bezantur and Eltabbar were created to match up with the exact maps in this file, so they are extremely helpful to get around those cities if you’re unfamiliar with them.

While there are in-game tools to help you and your PCs get around Thay itself, many people find it helpful to print out or pull up the Thay Overland Map you can also find in that tile.

Some notes to use the Thay Overland Map -
-You'll need Microsoft Excel or an equivalent to open the .xls file inside the archive

- The first map of Thay on the left side of the Thay Grid Overlay sheet is the one with the main grid overlay numbered, color-coded, and laying out what areas are accessible and what areas can/cannot be traveled to and from.

- Areas in white cannot be traveled to and essentially do not exist (they are either terrain that would normally be un-travel-able or outside the borders of Thay)

- Areas with a solid red line between them means travel between those areas is restricted

- For any areas that have travel restricted to them, there is descriptive text telling the person why they cannot travel further in a certain direction (it will tell them the Alamber Sea blocks their way, the First Escarpment is not scalable from their location, etc, etc).

- Areas with a double-red line around them are static areas (ones that are not generated by the overland travel system). These are mainly towns and cities; however there are a few ruins and other points of interest.

- The areas that make up the 11 Tharchs (regions) of Thay have been color-coded . For example, the Priador Tharch areas are all labeled with red numbers. The areas assigned to the Tharchs come from the layout of the Tharchs in the 3rd Edition Campaign Setting sourcebook for the Forgotten Realms (page 206).


Finally, I’d like to end with encouragement that those of you who also enjoy maps consider creating some like Wids and Pleiade did here. Varieties of maps, such as that of the the terrain like they did, can be helpful so I’d encourage you to post them here if you create any of your own.
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#2
Here is Gust's newest map of Thay, which includes the newly added High Thay/Thaymount that was made available for exploration. Not everything will be correct in this map, as it was made purely in character and there may be some errors in it.

Gust's Map of Thay
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#3
I'm working on an Excel version of Gust's excellent map, which will update certain discrepancies, and also hopefully soon add the newest additions to Thay. I tried to use the same color coding, but am changing it slightly as on my color printer the greens are too close together. Also, for kicks, I added the numbering system present in Thayan's original map. I was going to only post when complete, but if folks want it now, it will be small enough to grab any updates I make...let me know.

Thank God for an invisible cloak, monk speed, and horses! If you happen to briefly see something whoosh by you, it might be me. :P
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#4
I have the original version of his map in excel if you want to work off of it, Miscr3ant. I just converted it over to a .jpg so everyone could access it.

Let me know and I can e-mail it to you. :)
Pluto is still a planet.
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#5
(05-07-2014, 07:22 AM)Pleiade Wrote: I have the original version of his map in excel if you want to work off of it, Miscr3ant. I just converted it over to a .jpg so everyone could access it.

Let me know and I can e-mail it to you. :)

See, if I was smart, I would have done that from the start. :P I already remade the spreadsheet, but thanks. :D
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#6
And here is what I have so far, including much of the newly opened up areas like Surthay, Gauros, Delhumide, etc. :) It is not complete yet, but nearly so. I still have some riding to do, ground truthing some various locations, but this should get you around for now. ;) I changed the original colors around, but included the color key in the screenshot.

You will notice a couple of strange tiles; 394 (next to Nethjet) and 406 (next to Eltabbar). Traveling west from 394 deposits you in Nethjet cemetary, which is actually SW, and traveling east from Eltabbar deposits you in 406, which is actually SE.

As I update the map, I will update this post. :)

Enjoy!! :D

[Image: ThayMap_zps284bd95e.jpg]
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#7
Nice work. I like to see how things are looking from the perspective of others. Once it's completed, I think it would be cool to see without the numbers in the boxes (but that's just me!).

A few comments -
I'm slightly more than 50% sure that you were not actually in area 394. I just checked the scripts and that entire league is classified as an impassable first escarpment area. Nethjet and its Cemetery are both in area 419, so traveling to the east of that should take you to area 420, which in turn should not allow you to go any further east or north due to the First Escarpment in those directions.

Also, I'm slightly more than 50% sure that the area east of Eltabbar is indeed 380, which should be a Coast league, and not 406. If that were somehow messed up, the entire map would be messed up as the calculations for all areas going to the east would be wrong. You may want to try recounting the leagues again from it to another point of interest (Eltabbar, Thralgard, etc) if you really want to verify though. A DM jumping to you in that league, once you head east out of Eltabbar, will also get notification as to the overland area number they/you are in if you really get into this and want extra confirmation about that particular area.

Finally, due to a bug when I introduced the badlands leagues, some were getting flagged as plains (I think Gust is the one who ran into that). Areas 271 and 298 on the map *should* be badlands areas now.

Really nice work though. I look forward to seeing it as you update it!
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#8
I'll double check those areas you spoke of Thayan. 394 is easy, as it is in close proximity to both Nethwatch Keep and Nethjet; the same with 406. The challenge lies in remembering what my area count is while getting in battles. I really miss Neb'tha now, especially now that horse lag is not an issue! My fighter/Monk with an invisibility cloak. This would have been a dream with him. lol

And once I'm done, I see how adding Kingdom colors works out. ;) I may have to change what is current, again, just to get contrasting colors to show.
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#9
Checked one out last night, and you were right about Eltabbar; the coast is directly off to the eat, and worked both ways. So I probably just miscounted at Nethwatch Keep as well.

Kind of hard to keep track once you get in a few battles. >.>

The other thing that is tricky and kind of time (battle) consuming is that I have to travel all 4 edges to confirm that indeed you can travel that way, as I am trying to map the escarpments as well. :)
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#10
All right, try this update! I even caught a few mistakes that I made...ones Thayan did not point out, that is. :P

Also, it does look better without the numbers, but my working copy still has them for obvious reasons. ;)

[Image: NewThayUpdate_zpsf59d9549.jpg]
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