The Alaor Isles
#1
The following can also be found as a two-part volume of books on the Alaor Isles which can be purchased from certain libraries or merchants throughout Thay.

The Alaor Isles - Volume 1
Ah yes. The Alaor Isles. Of course they are well known as the source of Thayan Naval might and the smallest of Thay’s 11 tharchs, but they are so much more.

The southern Alaor Isle is the largest of the islands, and home to the main Thayan Naval Base located on its western coast. Overlooking a sheltered bay, the Alaor Naval Base contains the Red Keep which is home to Tharchioness Thessaloni Canos and the land-based legionnaires and marines of the Alaor. Anyone interested in joining the Alaor Legion or Thayan Navy will need to speak with the Master Sergeant there. The Naval Base also contains a public marketplace that does offer slaves, there are also stables, and the Way Inn for non-military visitors to stay while visiting the base.

Underneath this island is an extensive series of caverns that house the bulk of the Thayan fleet. The only known water entrance to these caverns large enough for a ship to enter is located at the base of the cliff just below the Red Keep. Upon entrance to these caverns, ships reach the Fleetgrotto where the primary shipyard facilities for the navy reside. A shrine to Umberlee can be found in the Fleetgrotto, along with additional barracks for the navy’s sailors, and the true Naval Headquarters which is where the Naval quartermaster can be found as well.

Beyond the walls of the Naval Base, the island itself boasts some interesting and unique locations.

Located near the center of the isle is the entrance to a series of inland caverns. Within these caverns are found many of the Thayan Navy and Legionnaire deserters, along with ‘freedom fighters’ working to break Thay’s grip over the Alaor and return it to Mulhorandi rule - or (better yet) self-rule. Despite being terribly outnumbered and occasionally almost decimated by forays made into their caverns by the Alaor Legion itself or the mercenaries it hires, those who survive recruit others and return all the stronger. Unless one of the freedom fighters themselves, mercenaries of less than 5 seasons should avoid entering this stronghold.

Many years ago, a small fishing village existed on the eastern island at the base of the ancient tower of Tazal Thaingard - a powerful Red Wizard of Conjuration. The details of exactly occurred there are still unknown, however one night there a terrible explosion from within the tower shook the village. By the next morning, it was overrun by planar creatures and in flames. The Alaor Legion suffered heavy losses over the next several months fighting back the planar creatures - eventually killing or driving the planar beings back into the gaping maw of the now abandoned tower.
Regular patrols to the devastated village keep most remaining planar creatures in check. However whatever magic summoned the original horde is still active as stories from brave (or foolhardy) adventurers speak of terrible creatures such as Slaad, Tieflings, Hell Hounds, and even demons and devils within the tower and the catacombs below it, with what appears to be the sounds of more creatures being summoned all the time. Any adventurers with less than 7 seasons of experience are warned to stay well away from its horrors.

The few hardy and self-sufficient survivors of the attack eventually found protection near the House of Holy Tides, a temple of Istishia on the southern coast of the island and a new village sprung up around it. One of the most unique and enigmatic temples in Thay, it is a completely flooded structure, but yet it is well above sea level. However, any who enter find they can still breathe within its flooded confines (usually after a few seconds of panic). A place of strange beauty and magic, many visitors come here simply to view the aquatic arboretum, however a few faithful may choose to make this home and gain the benefits of the Temple’s most closely guarded secret - the water-breathing ability granted by the temple member’s turquoise cloak.


The Alaor Isles - Volume 2
The smaller northern Alaor Isle is, strangely enough, a tropical paradise compared to its southern neighbor. Perhaps shielded from the wrath of the Sea of Fallen stars by the rocky and rugged southern island, or perhaps through some type of Red Wizard magic, the northern island remains a warm and inviting haven year-round.

It holds only one ‘civilized’ location - the White Beach Resort along its southern coast. The Resort’s men-at-arms patrol the southern beaches and stay ever vigilant against the few dangerous creatures that may stray from the northern reaches of the island. However, the proprietor of the Resort, Arathorn Thenesen, also insists that all guests keep their weapons (and spells) sheathed and to keep their problems on the mainland. None may walk the resort with any drawn weapons and his men-at-arms are expected to stop any altercations between guests before they start.

The White Beach Resort contains multiple smaller rooms and several luxurious suites. That, along with the security afforded by the Resort’s men-at-arms, make this a popular vacation destination not only for ‘normal’ Thayan visitors, but for even the mighty Red Wizards as well.

Despite the security provided by the resort along the southern beaches, the interior and northern beaches remain somewhat wild and dangerous - especially at night. At the heart of the isle, high in its peaks, lies the entrance to a dormant volcano. The volcano is home to a variety of fire-based creatures, and is also said to contain a young, yet extremely powerful, dragon as well. It is also the only known location in Thay where the rare and beautiful Pink Fire Rose grows.

On the northern half of the island lie the infamous Flooded Caverns of the Alaor. A natural habitat for sahuagin, sharks, and other lizardfolk, these submerged caverns can only be traversed by those with some ability to breathe underwater. Due to this rather obvious restriction, stories abound of vast treasures horded by its denizens within its murky depths that few have the stamina or fortitude to reach. Even if an individual somehow does have the ability to traverse under the waves, it is recommended they have at least 5 seasons of experience before attempting to enter these caves.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)