Автор: Kammer A.   Patrick A.  

Теги: games   video games  

Год: 2022

Текст
                    T

H

A

Y

LAND of the
RED WIZARDS

BY ED GREENWOOD, ALEX KAMMER,
& ALAN PATRICK


T H A Y LAND of the RED WIZARDS  BY ED GREENWOOD, ALEX KAMMER, & ALAN PATRICK
Credits Writers: Ed Greenwood, Alex Kammer, and Alan Patrick Editor: Alex Kammer Art Direction: Casey Christofferson Graphic Designer and Layout Artist: Gordon McAlpin Cover Illustrator: Britt Martin Cartographers: Dyson Logos, Ian McGarty, Mike Schley Interior Illustrators: Brett Barkley, Adrian Landeros, Britt Martin, Thuan Pham, Hector Rodriguez, Artem Shukaev, Quentin Soubrouillard, Victor Tan Design (artstation.com/victortandesign) About the Authors Ed Greenwood is a Canadian writer, game designer, voice actor, and librarian best known for creating the Forgotten Realms fantasy world, starting at age six; he still works on the Realms every day, more than fifty years later. Ed’s 300-plus books have sold millions of copies worldwide in over three dozen languages. Ed was elected to the Academy of Adventure Gaming Art & Design Hall of Fame in 2003, and has won multiple ENNIE and Origins and other awards. He has judged the World Fantasy Awards and the Sunburst Awards, hosted radio shows, acted onstage, explored caves, jousted, appeared in comic books as himself, and been Santa Claus—but not all on the same day. Follow Ed on Twitter @TheEdVerse. Alex Kammer is a lawyer, game designer, freelance author, pub owner, and general reprobate who is otherwise known for being the Director/Owner of Gamehole Con, one of the largest tabletop gaming conventions in the United States. Alex has many RPG publishing credits to his name from a variety of publishers. Finally, Alex really likes D&D and has done so for a long time. He is known for having one of the largest and most complete collections of vintage D&D/ TSR gaming products that exist today. Follow Alex on Twitter @GHCandTacos. Alan Patrick is allegedly a human being who lives in central Michigan. He likes normal human things like writing and breathing and looking at trees and water. When not practicing the totally normal art of writing tabletop RPG materials, he can be found playing various video games or attempting to upgrade his house. He’s written for Dungeons & Dragons, Shadow of the Demon Lord, Star Trek Adventures, and other product lines over the years. Much of his work features horror themes—there’s a reason they say “write what you know!” On the Cover In the cover illustration by Britt Martin, we see a tense trade negotiation in the street foyer of an Eltabbar merchant. Red Wizards Bezunthyn Phrul, Lazurmrella Hlaree, and Harazulkh Orblaun are engaged in a tense negotiation with Thayan merchants Shelmazra Hornwyntur, Albrynd Mrethem, and Alamrund Draug. Watching the negotiations is the floating, purple skull of the Red Wizard lich Hauzrym, often sent to watch and listen for Szass Tam himself. If the ruler of Thay is taking a personal interest in Ang Harrad dealings, the Ang Harrad cabal may soon find itself used in some dark plan. On the far right, Orblaun has had enough of the contrary nature and curt refusals of important senior Ang Harrad merchant Alamrund Draug, and is now forcefully mingling not-so-veiled threats with trading details into Draug’s ear. Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Ed Greenwood, Alex Kammer, and Alan Patrick, and published under the Community Content Agreement for Dungeon Masters Guild.
Table of Contents Foreword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Map of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Part I: The Red Land Chapter 1: The People of Thay. . . . . . . . . . . . . . . . 8 Life in Thay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 The Red Wizards of Thay. . . . . . . . . . . . . . . . . . . . . . . . 16 Magical Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Non-Magical Training. . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Chapter 2: Ruling Thay. . . . . . . . . . . . . . . . . . . . . . 19 Thay and the Realms. . . . . . . . . . . . . . . . . . . . . . . . . . . .19 The Laraer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Civil, Cold War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 The Zulkirs of Thay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Separatists of Thay. . . . . . . . . . . . . . . . . . . . . . . . . 24 Thayan Military Might. . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Chapter 3: Points of Interest. . . . . . . . . . . . . . . . . 31 Alaor, the Docks of Thay. . . . . . . . . . . . . . . . . . . . . . . . . 33 Delhumide, the Spirit of Thay. . . . . . . . . . . . . . . . . . . . 35 Eltabbar, the Wealth of Thay. . . . . . . . . . . . . . . . . . . . . 35 Gauros, the Wilderness of Thay. . . . . . . . . . . . . . . . . . 37 Lapendrar, the Pulse of Thay. . . . . . . . . . . . . . . . . . . . . 39 Priador, the Jewel of Thay . . . . . . . . . . . . . . . . . . . . . . . 40 Pyarados, the Bright Heart of Thay. . . . . . . . . . . . . . . 42 Surthay, the Absence of Thay . . . . . . . . . . . . . . . . . . . . 44 Thaymount, the Height of Thay. . . . . . . . . . . . . . . . . . . 47 Thazalhar, the Future of Thay. . . . . . . . . . . . . . . . . . . . 50 Tyraturos, the Bounty of Thay. . . . . . . . . . . . . . . . . . . . 51 Shelmazra’s Tour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Chapter 4: Heroes from Thay. . . . . . . . . . . . . . . . 66 The Weavebound Paladin. . . . . . . . . . . . . . . . . . . . . . . . 66 New Magic Option: Circle Magic . . . . . . . . . . . . . . . . . 68 Thayan Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Thayan Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Chapter 5: Creatures of the Plateau. . . . . . . . . . . 77 Fey Creatures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Goblinoids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monstrosities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Star Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Kyuss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Bogmaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Many-hued Goat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Protodracolich. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Poltergoat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Part II: Intrigue in Eltabbar Adventure Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Adventure Start. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Gafna Bilton’s Tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 The Wedding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Epilogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Appendix A: Probity Corps Black Site Player Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Appendix B: Party Invitation Handout. . . . . . . 106 Appendix C: Dark House of Tyranny Player Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 The designers would like to assure and reassure every reader of these pages that every magical precaution has been taken to shield them from the attention of any Red Wizard, malicious or otherwise. We assume no responsibility for any use made of the information contained herein; you mess with Thay at your peril. Don’t mess with—oh, that's taken, never mind.
W Foreword ell met, reader! Ye hold a tome both vitally necessary for those seeking to trade with the Land of the Red Wizards, and perilous to pen. Thayans of any era, from Thayd to the recent and all-roo-ruthless reign of that overreaching fool Szass Tam, are sensitive about anyone who reveals too much of their true nature and doings to outlanders. Fortunately, not only are the creative folk who’ve produced this book bold and inquisitive sorts, who’ve laid bare before ye more secrets of Thay than have ever before been assembled between any pair of covers, but I am also bold, inquisitive, and an overreaching fool to boot, so I will happily add to what they’ve written. So what shall I tell ye of Thay? Well, to begin, the average Thayan laborer and shopkeeper wants undamaged wares, and whole items; not for them the bolt of cloth from a distant land, to be cut and sewn, or a stack of tool-handles, for them to fit onto hammer-heads or pickheads or the like; they want to buy a whole and finished item. This same “everyday” Thayan likely hums tunes to themselves, short little melodies or harmonies playing on melodies they already know, and is likely to overhear other Thayans doing this as they work and travel—with the result that these little tunes sweep the land. So don’t go whistling or humming ditties to act nonchalant, or as code for traveling companions—or ye may attract attentive interest from nearby Thayans, when ye’d rather not have it. This same everyday Thayan may well have a habit of chewing a weed that grows everywhere in Thay for the plucking; most do. The weed is thulfraz, and it looks like a spider on its back: eight dark green, thin stems sprouting from a central root-knob. Lemony-minty and yet a little like parsley, too. Thayans often chew as they work, like a cow masticating its cud. And when they’re not chewing, they’re drinking. Not always something strong, more often during the working day (dawn to dusk for most, mind ye) it’ll be tea, hot or cold, and that tea will be elkammat. (Which is the standard drinking tea of the eastern Inner Sea, from Aglarond and Thay to the Vilhon; a brown, nutty tea brewed from the fibrous husks of groundnuts in Murghôm, Semphar, Mulhorand, Unther, and Chondath; woody and bitter, but usually sold “adorned” with 4 subtle additions of spices like cinnamon and nutmeg, and the right mix of these can make it delightful.) And at meals, they need to drink something to cool the throat, as many of them drown their dishes in tart, fiery tamarind-dominated brown sauces, and marinade their fish and their fowl before cooking. Oh, and so used are Thayans to being spied upon by Red Wizards and their agents—and if not that, spies for local tharchions and tharchionesses—that everyone puts their heads together to share gossip, low-voiced. It’s just become habit, and generations ago, so now they do it from birth without thinking. And ye may hear them call on Kossuth, for they daily purify household things, like needles and metal dishes that have been used to mix herbal remedies, by holding them in flame as they murmur, “Antur daeya KOSSUTH” in Thorass (“Be here, to aid with your power, Kossuth”). And speaking of the gods, ye’ll search in vain for an in-use public temple or shrine to, say, Mystra, but there are plenty of hidden family chapels (that non-family-members will not be invited into, nor will anyone formally confirm their existence), to all deities, for Thayans venerate (even if only to ward off disfavor, in small daily ways, like “don’t let dinner be burned” or “let no crockery be broken in this move”) all the gods. In the cities of Thay, Thayans find comfort in shared rituals of devotion. The sparsely-populated frontier tharches have small, simple unstaffed wayside shrines here and there, used for personal worship of whoever matters most to a Thayan praying there. The city of Eltabbar is the heart of religious power in Thay, the place where powerful clerics indulge in intrigues and endlessly refine and debate policy. Decrees go out from the highest-ranking priests in Eltabbar to everywhere else in Thay, because Eltabbar is where they meet, and where most of them dwell (when they’re not living in their mansions in Thaymount, or elsewhere in Thay on holy business). Yet enough of the everyday; I’ve been told by the likes of Volo the Halfwit that readers thirst for adventure, so perhaps I’d best mention some of the thefts and treasure tales and unsolved mysteries of Thay that may yet spawn adventures. Some of which may even be survivable. So let it first be said that in the mountains that bound Thay to the east, that have variously been Foreword Foreword
called the Sunrise Mountains or the Sunset Mountains—very Thayan, that; in rulership, they can’t keep to one decision for long—there are many tombs full of long-hidden magic. Enchanted items, that dead mages of early Thay were interred wearing, and whose magics have often transformed the dead into undead— lich-like, spellwielding unique undead, many of them. These are small tombs of a few chambers gouged out of cave walls, not grand buildings. A good thing, too, for even Red Wizards aren’t quite so proudly unobservant and stupid as to not notice surface structures just sitting there. There’s also the Whispering Ghost, which is an undead spirit actually more akin to a vampiric mist than what we usually call a “ghost.” Or rather, scores of such spirits, not a lone entity. Once they decide ye will make a good means of helping them become more powerful than they are, they hound ye, whispering to ye in dreams and when ye’re alone, to try to goad ye into doing things that will aid them. They’ll feed on others, but not ye, unless ye repudiate or try determinedly to destroy them. Many a Thayan is the driven tool of such a spirit, but they seem to seize upon visiting outlanders with especial eagerness. It would be remiss of me not to mention a somewhat similar whisperer, this one a lone lady: Qulone Trythkul—that’s “koo-LOAN Trithh-KOOL”—who has passed into undeath. She was Szass Tam’s lover, or one of them, long ago, and he tired of her and tricked her to her doom by getting her to retrieve for him a magical scepter whose touch ate living flesh. She wasted away after delivering it to him, but Tam overreached once more, for he’d not realized the scepter’s magic would enmesh with the lady’s own worn enchanted items, dissolving them but making her undead in the process as their magic sank into her very bones. She exists now to get her revenge on Tam, and may whisper to the living not just to do things that may harm him or his schemes, but also to aid them in escaping his minions and vengeance. Qulone’s whispered counsel has rescued many outlanders and Thayan rebels alike from doom. And then there are the forgotten underways of Bezantur, where many of its magnificent temples were built atop the extensive cellars of grand noble mansions that were simply covered over with rubble— entombing all manner of creatures and wares, until inquisitive Underdark denizens tunneled up into them Foreword from beneath. Most of them still lie dark and waiting under the city’s cobbles, and their own thick layers of dust, holding fistfuls of gems and only long-dead Thayan servants know what else. Yet I’ll ramble for pages and pages, given the slightest opportunity, and it’s not me ye’ve come for! ’Tis the splendor of Thay. So read on, and until next we meet on some page or other, Yours in the service of Mystra, Elminster of Shadowdale 5
6 Map of Thay
PART I The Red Land
CHAPTER 1 T The People of Thay hay. The name invokes images of an evil nation, bent on conquering the surrounding kingdoms and subjugating them to their will. It brings to mind vibrant imagery of massive undead armies, explosive magics, and demons shackled by profane rituals to perform the will of their vile masters. But this isn’t entirely correct. While Thay is led by a group of evil mages, it is also home to thousands of innocent, hard-working people. The nation is perceived to be evil, but as with all things, perception is based only upon what people are allowed to witness. Those who explore Thay often find that it is filled with gentle, peaceful people that are content to fill their days with crafting and family. However, these people are still bound to their leaders and labor under the ever-present risks associated with their vicious leaders. Life in Thay The people of Thay are primarily human, but other races find homes here as well. Even those races that are typically considered monstrous, such as goblins and bugbears, may be able to establish homes in some of the tharches (states) of Thay. They are a hardworking people, mainly focused on their daily tasks, and only rarely do they plan into the future beyond satisfying the needs of their children. Each of the tharches are given greater detail elsewhere in this supplement, but the general essence of Thay is that the people are honest and reliable, but labor under the oppressive yoke of a totalitarian arcane regime. The zulkirs that rule the nation place their desires and goals above those of the people, and while each of the rulers do desire to promote and protect Thay, nothing is as important as themselves. Unlike previous years, the worship of deities other than Mystra is now permitted in Thay. Each tharch 8 claims influence from a small number of deities, with most people across the nation revering some mix of Chauntea, Gond, Mystra, and Waukeen. In a surprisingly supportive move by several of the tharches, the recognition and even the worship of the Mulhorandi pantheon has become commonplace. The Folk of Thay Nearly all of the citizens of Thay are of two main ethnic groups. The Mulani comprise the bulk of the bureaucracy and aristocracy. The Rashemi are the other primary group; they tend to be burlier and shorter than the Mulani. Mulani Thayans are raised to obey the laws of Thay, revere Red Wizards and especially the zulkirs and Szass Tam above all, and believe they are an integral part of the most powerful and advanced realm in the world. Thanks to their upbringing, many tend to be arrogant, especially towards non-humans. Many Mulani view such as elves and halflings as equivalent to children, while gnomes and dwarves are often despised or driven away under pain of death. Other races like orcs, half-orcs, and centaurs are tolerated so long as the Mulani believe that they can be employed as useful, strong-backed individuals. A typical Mulani is tall and thin with brown or hazel eyes, deep yellow through brown to, in very rare circumstances, almost slate-gray skin. They have very little natural black or dark brown body hair, which they are generally expected to keep closely shaved. As a result of a drought in Thay’s past, the people typically oil any remaining hair that they have and bathe in scented oils that are later scraped off the body along with any dirt. Many Thayans bear intricate tattoos whose patterns reflect their goals and accomplishments. Similarly, Red Wizards often have many tattoos signifying Chapter 1: The People of Thay
marks of mastery and prestige, but these are often far more detailed than those a Mulani Thayan might dare to acquire without truthfully earning them. While such intricate tattoos were almost always limited to men in the past, such a taboo is no longer present and all people are free to demonstrate their designs and accomplishments via tattoos. Typical Mulani attitudes include these beliefs: • We of Thay are the most advanced folk in the world. • Thay is strong because Thay is well ordered, and we steadfastly uphold what makes Thay great through our traditions. • We seek to master the Art (arcane magic), sending our children to be apprentices under veteran Red Wizards so that they may make Thay ever greater. • It is the innate right of Thay to be best and mightiest; we need no guidance from gods. Thayans hate and fear others of magical might, especially when those people come from the neighboring nations of Rashemen or Aglarond. Far-off locations such Halruaa and Calimshan are also viewed as opposition at least and vile enemies of Thay at worst. Thayans have been taught to view these people as foes to be thwarted and denigrated whenever possible, and ignored and not spoken of the rest of the time. Mulani Thayans make up most of the bureaucracy and upper class within Thay, and look down on Rashemi commoners. Zulkirs, tharchions and tharchionesses, and senior bureaucrats (sometimes referred to as Thaen) tend to be drawn from the ranks of the Mulani, first from the most financially successful, long-powerful, and haughty families like the houses of Cathyl, Iryleian, Thrond, and Valakkar, and secondly from individuals of outstanding personal drive and merit. As a result, there are very few lazy, corrupt, or incompetent administrators in Thay; those in power are efficient, insightful, and quick to act with precision. The bulk of Thay’s citizens, the shopkeepers and skilled laborers and overseers of most slave workteams in the realm, are of Rashemi stock: short, burly, muscular, hairy-bodied people with thick black hair, dark eyes, and light to dark brown skin. Unlike Rashemi in Rashemen and elsewhere, Thayan Rashemi shave their heads to emulate Mulani Thayans. Thayan Rashemi see themselves as the true heart and core of Thay’s greatness, carrying the realm upon their backs and doing the work that is truly necessary—for the Mulani lack the skills to properly feed themselves, build or make anything, or really function; all they know is how to decide and lead and boss others around, and so they are nothing without us to do the real work for them. This engenders not so much resentment of Mulani as a deep pride that we the workers are pulling Thay forward and ever upward, to brighter greatness. Chapter 1: The People of Thay Thayan Society Historically, Thay was a magocracy. The nation was headed by a ruling Council of Zulkirs who pursued ever-greater mastery of the Art and left military matters—such as the frequent invasions of Aglarond, Rashemen, and other neighboring lands—and administration of the daily life of the country to the noble tharchions and tharchionesses of districts of Thay (tharches). Today, however, Thay has become a dictatorship that is ruled by the undead lich Szass Tam, a tyrant who largely dictated policy to the Council of Zulkirs and appointed Red Wizards to it who would obey him. Despite his increasingly erratic and failed attempts to achieve godhood or at least far greater power, the beliefs of High Regent Szass Tam—that the pursuit of greater mastery of the Art was the supreme aim in any existence, and that achieving undeath was the best way to do so, as it opened a personal portal to limitless power and opportunities—have over time come to permeate Thayan society and thinking. Those Thayan citizens who have the aptitude to wield arcane magic become Red Wizards, and ruthlessly vie for advancement and power through diligent service to the High Regent, often in intrigues and mercantile schemes all across Faerûn. Those who lack the Gift for wielding the Art see no reward for them in Thay. Lichdom is offered only to natural-born masters of the Art, so their only benefit is the privilege of being a citizen; while this enables them to have a chance to accumulate wealth or petty local power, it simply fails to satisfy the deep and ravenous appetites that most Thayans possess. Over the passing years, whether supreme authority rested in the hands of Szass Tam or the Council, the social order in Thay below the rank of Zulkir remained much the same, though the true authority of tharchions was steadily eroding. The Red Wizards are on top, with their own hierarchy descending from Zulkir and their spies and enforcers to senior mages of each school, then the rank-and-file experienced mages, down through the novices. Below the Red Wizards come the rest of the nobility: the Mulani tharchions, bureaucrats, sages, priests, and the richest merchant families, the houses who invest in the businesses of lesser merchants and are landlords to most Thayans dwelling in cities. Beneath these are the military commanders and veteran soldiers of Thay, who may or may not be Mulani nobles, for over time Thay has learned the hard way to reward merit and experience in their military. Then come the rest of the merchants, enjoying a status in society commensurate with their personal wealth, influence, and achievements. Engineers and owners of forges and construction materials 9
and warehouses rank highly, mingled among the best artisans and craftworkers. Beneath them stand the most successful shopkeepers, more than a few of whom own chains of outlets, and proprietors of currently-popular city eateries. This middle class are Mulani, Rashemi, and mixed-lineage humans, and at the bottom of it are apprentices, skilled laborers, and crafters. Then come the lower class, semi-skilled workers and common laborers, bodyguards and shop and warehouse guards, and loaders and drovers, who might be of any Thayan-tolerated race, including obvious outlanders. Some are citizens but most are not. Finally, underpinning everything in Thay, are the many, many slaves. Some through long service have won some measure of trust and are allowed to work under light or no supervision—but slaves are never freed in Thay; they always belong to someone, and Slavery in Thay Although slavery is known and accepted by the aristocracy of Thay, it is not accepted elsewhere in the Forgotten Realms and beyond. If your games broach this topic in more than a passing manner, it should be made expressly clear that this is an evil act and one that should be rectified. Alongside that, no matter how “good” a Thayan may pretend to be, those that allow the continued practice of slavery are inherently evil. 10 upon the death of an owner are inherited by someone else or seized by a creditor. In recent years it has become less acceptable to bring in new slaves, and even less palatable to have living slaves—the upkeep simply isn’t worth it in the minds of many of the eldest Thayans—and so the market for undead servitors has been on the rise. This, coupled with a younger populace that is becoming more and more impactfully vocal about the need to prove Thay’s value through direct action rather than on the backs of slaves may put the very concept of slave ownership in question. The Thayan View All Thayans seek more power in society, and more personal wealth. They also work towards personal fulfillment by attaining the skills and mastering the hobbies and pastimes that bring them the greatest personal pleasure. Painting, sculpting, and the making of fine jewelry are prestige crafting even among Thayan nobles and are considered personal expression as well as a source of enrichment. Paintings, statuettes, and jewelry are important Thayan exports.
Caring for others, and compassion—beyond the duty of rearing one’s own offspring and guiding them to their best chances for advancement, and loyalty to trusted trade allies and conspirators—is for weaker, lesser humans. Rather, be strong of will and clear of purpose, and seize what can be yours. Thayan Fashion In Thay, the foundation layer of underwear is a breechclout, consisting of a tight-fitting belt or sash, through which a strip of readily washable fabric is passed fore and aft, and between the legs between its foldover meetings with the belt. Also used in Mulhorand, Raurin, and Unther, this garment is known in Thay as a qadamra, and tends to be cotton, dyed a solid dark hue, and to contain a small “private carry-pouch” sometimes filled with a folded spare qadamra; sometimes with an armor or bone plate for protection of the wearer’s private areas; and sometimes for secret carriage of vials of poisons, healing potions, or contraband. Thayan Cuisine Traditional Thayan cooking makes abundant use of diced olives, leeks, lemons and lemon juice, and thaenen (a wild, tall grass that grows everywhere in Thay and the wilderlands to the east that isn’t too Chapter 1: The People of Thay rocky or dry; it tastes a little like spring onions but more like lemongrass). Honey is the usual sweetener in Thayan dishes (even in places where no one “keeps” bees, rocky terrain in Thay is home to plenty of wild bees), onions make frequent appearances, and so, as fill-the-belly bases, do barley and what Thayans call quth (in our world, “broad beans” or “fava beans”). Common Thayan spices include garlic, nutmeg, and cloves. In northern Thay, morren (rhubarb), arrath (celery), persimmon, and quince join the kitchen staples. Along the Red Land’s southern coasts, wild rice makes its way into dishes but is seldom seen elsewhere. In Thay, grain—mainly barley and rye—is plentiful; rice is not. Most Thayan bread is flatbread, cooked on hearthheated stones. Fancy breads are sprinkled with nuts and honey, and heavier, heartier, coarser “field bread” for farm laborers and wayfarers often has diced leeks, onions, or garlic mixed into its flour. Thayan cookery makes use of spiced, fiery wine marinades for fish and fowl but not for meats, and the dishes outlanders all remember are those dominated by tart, hot tamarind sauces (“brown sauces” from their appearance to those who don’t know what’s in what they consume, but “rarthaek” to Thayans). Almost every Thayan cook has family recipes for rathaek that they swear by, but although these vary 11
widely in heat, they tend to be similar in overall flavor profile. Rarthaek is poured on a dish when it’s ready to serve, and the “iron-throated” will even add more at the table for “a good deep burn,” but there are also kitchen sauces, or “ulvurr,” that begin as lemon juice and wine mixes, are thickened with what we would call a roux and a Thayan cook would call a “dusult” (“Dusult it more—that’s a thin as a child’s spit! More fat is what it needs, and swiftly!”), that a dish cooks in. Phalou To keep dishes from drying out from the hearth-heat (the ulvurr boiling off), many Thayan dishes are cooked in metal pans over a fire, that have a series of conical, spout-topped earthenware lids over them, to aid in condensation and so, keep the moisture in to intensity flavor. In our real world, these are usually called tajines or tagines, but they are always singular (tapering smoothly to a single chimney or spout). Thayan versions are called “phalou” (singular and plural are the same word), and consist of lipped bases (so a phalou placed over a metal dish will rest on its rim and also overlap it on the outside) of standard sizes, and straight edges so several can be placed touching each other down the length of a long metal cooking-dish (resulting in complete coverage, and a row of two or up to four parallel chimneys). Spices and marinade can be poured down a chimney to try to “enliven” a dish, but that’s the mark of a poor cook, as it cracks a heated phalou sooner or later (usually sooner). Tongs and padded gloves and a roll of a leather kitchen apron are all employed to remove phalou and move dishes about. Drinks with Meals A diner unused to Thayan cuisine is going to find a lot of heat in their mouth and throat, and even Thayans like to have iced water, or minted or lemon-laced water, on the table before they begin eating—and eateries (restaurants) expect to sell a lot of cold ale, wine, or liqueurs (ruby brandy is always popular in Thay) to cool diners’ throats throughout a meal. Thayan farmers make pear wine (taress) and peach wine (tarai), but Thayan vintners make such wines as the minty, semi-sweet emerald-green nethaele, the very dry dark red ommanth, and the amber-hued shulda, a semi-dry fruity. All of them are blends of grapes and are made all over Thay, with the means of making them widely known among the populace, so there’s little rivalry among vintners and almost no “wine snobbery.” In Thay, wine is wine. Kindly refill my goblet or tallglass. Snacks Snacks and “way food” (trail hand-meals) in Thay include cinnamon-dusted fried locusts and talang beetles (think ladybugs big enough to fill an adult human palm), deep-fried “long onions” (think “onion rings,” 12 but using a straight spring onion as a base, and filling it with red wine before frying), and dang (mixes of spiced nuts, doused in honey which is then baked into a glaze). A growing “food fashion” in Thay, spreading fast from its origins in Nethjet, is to make and sell “adorned” honey: honey with powdered dill or garlic or onion or cinnamon simmered into it before jarring. The typical Thayan honey-pot is teardrop-shaped, with a flat round bottom but a pointed, curved top that becomes, when its thin brass stopper is removed, a pour-spout. Upscale Meals Signature dishes at upscale restaurants include such delights as Fireturtle (a fiery stew of cut-into-strips turtles and watersnake over diced onions, leeks, and sweet peppers), Gulhaunt (the necks of herons and swans, cooked to falling-off-the-bones softness in the cook’s complex and usually secret blend of spices; the aim here is to make the dish taste nice and even “nutty” but not fiery), and Anathur’s Feast (a mix of roast lamb, goat, and fowl, in lemon-dominated spices; a sure way to start a friendly dispute among Thayans is to ask who Anathur was, as everyone has their own wildly different story). Everyday Meals More “everyday” fare, to be found in private homes and in “everyday” eateries, is dominated by three dishes: dardraun (spiced roast fowl), cardrauth (stuffed fowl), and taeth (baby eels or squid in garlic sauce). Detailed recipes follow; interested modern cooks are warned that although every one of these dishes is safe to eat (notes to real-world cooks appear in squared parentheses), the flavor profiles Thayan palates prefer may seem unusual to the modern diner. Dardraun Serves 4 hungry diners with hearty appetites First, dress (defeather, wash, and slice apart to begin deboning) your fowl. From the larder: broth olive oil 1 lemon [or 1 lime] 1 onion From the hearth: fowlsimmer [modern substitute: chicken broth] From the spice cupboard, take you and mix in a small bowl: 4 pinches dtarmin [1 tsp. ground paprika] 4 pinches dauntaun [1 tsp. ground cumin] 1 pinch hot ground pepper [1/4 tsp. cayenne pepper] 2 pinches ground ginger [1/2 tsp.] 2 pinches sarataun [1/2 tsp. ground coriander] 1 pinch ground cinnamon [1/4 tsp.] Chapter 1: The People of Thay
From the cupboard but keep aside: Salt, to taste Pepper, to taste At the cutting board: 1 onion, halved then cut into smallest-finger-thick slices [1/4-inch-thick-sliced yellow onion] 5 cloves garlic, minced, but set 1-clove-worth aside from the rest 3 medium (or 2 large) parsnips or carrots, peeled then cut into finger-thick coins [1/2-inch-thick] A cupped pair of hands of pitted, halved green olives [1/2 cup] A cupped pair of hands of parsley or savory [1/2 cup] or half that of rosemary Fowl [about 4 pounds of bone-in, skin-on de-necked, de-winged ducks, or chicken or turkey thighs] Once you begin: A swift pour [1 tbsp.] olive oil 1 small ladle [2 tbsp.] of barrzin (barley flour) [all-purpose flour can be subsituted] 4 cupped pairs of hands of fowlsimmer [2 cups of chicken broth] Twice thy olive oil of honey [2 tbsp.] A pouring-vessel of drinkable water Do it thus: • Get thy hearth-coals ready, and a roasting pan that has a cover, and a metal hot-save-bowl, and tongs of a size to handle the fowl, and a small sharp knife, and a platter and some small bowls. • With the knife, frazzle the lemon [modern: zest the lemon, but make sure to remove the preservative wax coating first, if it’s not an organic lemon]. Combine in a small bowl the 1 clove-worth of minced garlic ye set aside with a like amount of the frazzle, and set that bowl aside also. Reserve the rest of the frazzle in yet another bowl for later. • Then salt and pepper the fowl pieces, both sides; if uncertain how much, let it be 2 pinches pepper and 8 pinches salt, combined in another small bowl before applying to the fowl. • Heat the olive oil in the roasting pan (no pan cover, for now) until the oil doth begin to smoke. Then put the fowl pieces into it, skin side down in a single layer, and fry until deep golden, about 5 minutes; then turn the pieces over and brown the other side, about 4 minutes. Then take the fowl out onto a platter to let cool. • From the pan, pour off and discard all but a palmsized trace of any fowl-fate from the pan, into the hot-save-bowl, for other days and other dishes. Set the pan over lesser heat. • Turn ye back to the fowl, and peel off the skin and set aside for the broth-pot or pets to dine upon. Chapter 1: The People of Thay Dardraun • Then back to the pan. Add to it the onion and cook, stirring occasionally, until the slices have browned at the edges yet keep their shape [likely 5–7 minutes]. Should the pan darken overmuch ere browning hath befallen, add water to the pan in small amounts, bewaring the steam! • When thy onion slices are browned, add all the minced garlic ye did not mix with the lemon frazzle to the pan and cook, stirring about the pan, until the garlic smell strikes thy nose hard [likely half a minute], then add the bowl of spices and immediately the barrzin, too, and stir without ceasing until their smell joins the garlic to the fore [likely another half minute]. • Now stir ye in the fowlsimmer, then the honey, and then the frazzle ye did not mix with the garlic earlier, plus another pinch [1/4 tsp.] of salt, and scrape the pan to dredge up anything browned. • Add the fowl back in, then take the pan to even lesser heat, cover it with the pan cover, and let it simmer for long enough to enjoy a good, unhurried tankard [10 minutes]. • Then add the carrots or parsnips, cover anew, and simmer until the carrots are crisp and tender and the fowl is cooked through [another 10 minutes more or so]. 13
• Then it is time at last to stir in a swift pour [1 tbsp.] of the juice of thy lemon, then the garlic-frazzle mix, then the parsley or savory or rosemary, and the olives. • Stir well, then take from the heat and taste the sauce when cool enough. Add more lemon juice, pepper, and salt to taste. Done. Pairs well with cooked barley. Cardrauth Serves 4 hungry diners with hearty appetites First, assemble thy utensils: a good big pouring-vessel of drinkable water; kitchen needles and kitchen twine; a roasting rack; two roasting pans; and several bowls, both large and small; clean linens [towels], tongs or hot-gloves for the handling of rack and pan; fire-irons for tending the hearthfire; longfork or tongs for turning the cooking fowl; wet-sieve if ye have one (spare hot-tolerant ewer and towels for straining, if ye do not), and one serving-platter for all the fowl, that can take heat. Build a good hot hearthfire, coals to last. Then, dress (defeather, wash, and slice apart to begin deboning) your fowl and mince thy beef, or procure from the market or slaughterhouse: About 5 lbs. fowl (bone-in, skin-on, de-necked, and de-winged duck, goose, or swan) [modern: yes, you can substitute chicken or turkey] 1/2 lb. minced meat (cow or ox meat) From the hearth: 2 cups fowlsimmer [modern: chicken broth, 2 cups] From the larder: A goodly skin of dry red wine [2 cups or a trifle more] A goodly skin of the unstrained juice of apples [2 cups or a trifle more, of unsweetened apple juice] A slow pour [5 tbsp.] olive oil (or another cooking oil, such as sunflower) A cupped pair of hands of honey [1/2 cup] A cupped pair of hands of apricot jam or jelly [1/2 cup] A cupped single hand of pulverized stale bread [breadcrumbs: a 1/4 cup] 3 good-sized apples, of a sour sort 1 orange or persimmon 1 leek 3 onions From the spice cupboard: 4 pinches marjoram 4 pinches oregano 2 pinches sage 2 pinches thyme 3 pinches sarataun [1 tbsp. ground coriander] 4 fists [about 1 lb.] of salt 1/3 lb. sugar 14 A palm-full of ground pepper 5 bay leaves 1 sprig rosemary 1 sprig thyme And for the sauce: The cook’s palm half-full of cashew nuts [1/3 cup] The cook’s palm half-full of chestnuts [1/3 cup] If either nut can’t be had, double the one ye can get A finger-joint-length of ginger The cook’s palm full of ground cinammon [or 1 stick] 3 pinches [1 tbsp.] of barley flour [all-purpose flour] 1 apple A swift pour of olive oil [or sunflower or other cooking oil] 1 fist salt 1 fist ground pepper Do it thus: • Check thy hearth for readiness. Set water near it to warm. • Pluck the fowl, then wash it inside and out, pat dry. Then rub it well inside and out with salt and pepper. • Wash the apples, peel them, halve them, core them, and cut into cubes. Set aside in a small bowl. • Wash clean the leek, dress its ends, then cut the stalk all into rings. Set aside in another small bowl. • In a large bowl mix together the marjoram, oregano, sage, thyme, sarataun, a pinch of pepper, the cashew nuts (they can be whole), and the breadcrumbs. Then mix in the minced meat. Then add the cut-up apple and leek, and the wine, and mix well. • Take this wet mixture and stuff the cavity or cavities of the fowl with it (worry not if you have more than will fit, but discard this excess not), using the needles and the twine. If thy fowl retains its wings, tie them to the carcass so they’ll burn not in the cooking. • Mix thy oil with the leftover seasoning mix ye stuffed the fowl with (if ye have none, use pinches of salt and pepper) and coat the fowl with it, all over. If thy fowl is intact enough to have a breast side, place fowl pieces or whole bird breast side up on a roasting rack. • Place thy (larger, if they vary in size) roasting pan in the hearthfire, and cautiously—scalding steam warning!—pour warmed water into it, about the thickness of the cook’s hand, or more [modern cooks: water in the pan first, then slide into lower rack of oven, fowl will go in a roasting-pan on upper rack]. Position the roasting rack above the roasting pan, and on it roast the fowl until ready [about 4 hours at 200º F]. Chapter 1: The People of Thay
• During this time, gently warm the fowlsimmer near the hearthfire, so it spits not (it will, if used cold). • When the color deepens sufficiently [after about an hour] turn the fowl over, and baste it with the fowlsimmer. Thereafter, baste several times, as you think it necessary [about every 30 minutes], but keep the remaining fowlsimmer, do not use it all. • When the turned-over fowl has attained the same color as at first turning [so, about two hours into roasting], prick the legs and wings of the fowl [if any] with a fork to let the fat of the fowl fry the better. • When the fowl sizzles and sings, if you wish to brown it, build up the fire around it [at the 3:45 mark of oven cooking, increase oven heat to 230º F]. Move thy water to near enough the fire to heat, but not boil. Also move thy serving-platter near, to get warm. • When thy fowl is ready, take it off the hearth-heat onto a surface that can withstand the heat, and cover it, to let it rest for the length of two long songs [let it rest out of the oven, covered, for 10 minutes]. • While it rests, take three small skins-worth [3 cups] of thy heated water and add to the remaining fowlsimmer, then strain this mix through a sieve. • Now make ye the sauce. Wash, peel and halve the apple, core it and discard the core, and dice it. Peel the ginger and cut it up fine. Let thy sauce-portion of oil heat in thy second roasting-pan. When steam starts to rise from it, add the diced apple, ginger, cashew nuts, chestnuts, and cinnamon. Then stir once, and let fry for the length of a song [about 3 minutes]. Then pour in the sieved fowlsimmer-water mix, and build up the fire or move it to a hotter spot, to bring the pan contents to a boil. When the bubbles are hearty, stir in thy flour, and add salt and pepper to taste, and let boil hearty for less than half a song [about 1 minute], then take from heat. Let rest while ye carve the fowl, then use tongs to remove the cinnamon stick. • On thy cutting surface, carve thy fowl, stuffing and all. Arrange on thy warmed platter and pour the sauce over it. (If platter not large enough for sauce, put sauce into pourer for diners to apply, but serve swiftly lest the fowl grow cold too soon.) Taeth Serves 4 hungry diners with hearty appetites (much faster to prepare than the other two popular dishes) First, assemble: A roasting pan A large bowl for serving the dish to table Water for washing the eels or squid Build a good hearthfire. Chapter 1: The People of Thay From the market: 15 oz. baby eels or squid From the larder: Half a small skin of white wine [1/2 cup or a trifle more] 2 swift pours [2 tbsp.] olive oil (or another cooking oil, such as sunflower) 2 cloves garlic From the spice cupboard: 1/2 cup white wine Salt and pepper 1 fist paprika (or less, to taste; some may prefer half that) Do it thus: • Heat oil in roasting-pan over a good fire. • While it heats, clean thy eels or squid (for the latter, cut out and discard beak and “quill” of cartilage), and then mince thy garlic. • When oil is hot, add minced garlic and baby eels or squid, and fry in the oil until cooked through. Pour in white wine slowly to cut down on spitting, then season with salt, pepper, and paprika, and simmer until the meat of the eels turns opaque, or the squid-ends just start to curl. • Then take off heat and serve. Often paired with fried dumplings. General Economy Much of Thay’s commerce is centered on trade. As the last major power ere travelers heading east from settled Faerûn cross the Sunrise Mountains and venture into the Endless Wastes or the wildlands of the Plains of Purple Dust and the Great Wild Wood, Thay controls the flow of goods in and out of the trade routes between the eastern and western lands. They also have significant influence in ports around the world, from Mulmaster to Baldur’s Gate and beyond. Even fair Waterdeep has some amount of Thayan influence. The nation creates a significant amount of food exports as well. They offer large crops of wheat and corn every year, and several tharches are rich in berries and tomatoes. Thayan metallurgy is also highly sought after by collectors of fine wares, with Thayan-mined silver and gold pieces often fetching exorbitantly high prices due to the brilliant hues and level of purity found in these metals in their natural veins in Thay. Thay is well-known to the world at large as being the home of some of the most luxurious types of goats. Some of these breeds have coats as thick and voluminous as a sheep’s fleece, others have intensely rich milk which is perfect for both consumption and soap-making, and a few offer a variety of meat that is so intensely delectable that it is said to cause a pleasant delirium upon completion of the meal. 15
Nobles around the world often jump at the chance to acquire goat products from Thay, with a few merchants even going so far as to enter into franchise farm agreements with commercial farmers in Thay so that the breeds can be experienced the world over. Mining in Thay Mineral mining tends to be vast open workings rather than tunnels, which results in a lot of barren “broken lands” dominated by hills of loose scree tailings and dust. The process of mining follows these steps, after a working face is established. Often this begins with a prospector calling upon their patron wizard to blast the rock; those prospectors that aren’t working for a wizard often find that they enter into the service of one soon after finding a rich vein of gems or minerals, whether they want to or not. Another popular, and largely nonmagical, method is to employ a flail-wagon. This large many-axled wagon has huge tree-trunk wheels and is fitted with giant pickaxes chained to hand-cranked rotating drums, so as the drum turns a forest of flailing pickaxes screechingly descends and rebounds, attacking a rock surface. Then the flail-wagon moves on, and the rock is soaked with jets of water hand-pumped from water-tank wagons. Then a low-level wizard casts a spell to turn the soaked-in water to ice, so this ice cracks the rock internally as it expands, and then teams with threeman-long prybars and hammers and splitting wedges go in and break open that area. After the rock is sundered, magically or otherwise, upspars are erected. A skilled team accomplishes this by setting up a prepared portable upright beam with many legs that can be leveled or secured at different elevations. To keep it stable, the beam is then weighed down with rubble-filled boxes. Each upspar has jointed arms ending in rock-scoop buckets, that descend from pivots in a collar-sleeve atop the upright spar, this bucket-arm is guided by workers on the ground around using pull-chains. The bucket is ridden by one person, who with cords guides its scooping motion, and opens and closes the bucket. The buckets move the broken rock rubble to a sidearea where it is broken down into smaller fragments by teams wielding mauls or mallets. This process gleans the desirable ore from the tailings. The tailings are taken away to a dumping area, and the ore hauled away for smelting. This is distinct from quarrying stone for building, paving, and roofing uses. Stone grit and gravel is often gathered and carted to riverbanks for roof- and drainage-tile making. 16 General Government While it is generally well-known that Szass Tam is the individual in control of Thay, most people aren’t aware that he leads a Council of Zulkirs that rules the nation, generally by delivering his decisions and acting upon his demands. Each Zulkir that Szass has recruited represents one of the eight schools of magic. Below them are the tharchions or tharchionesses, the rulers of each of the tharches (effectively, states) of Thay. These tharches and their rulers are detailed elsewhere in this supplement. It’s important to remember that the zulkirs are powerful and ambitious, and while they all seek to protect and promote Thay they all have very strong ideas about how best to accomplish these tasks. They work together for the most part, but it is not uncommon for them to harbor their own goals and to sometimes plot against their fellow zulkirs. While they are allies, they are certainly not friends. The Red Wizards of Thay In Thay, a true Red Wizard is beyond reproach. They are not, however, beyond approach—herein are methods by which a future Red Wizard is identified and trained, and some examples of how they might conduct their business. Pursuing mastery of the Art is their core drive, and more often than not they are loyal to none but themselves. Identifying Talent In infancy, every Thayan resident, citizens and visitors alike, are tested by Red Wizards to see if they possess the Gift to practice magic. In rare circumstances a person may be given a second test when they first enter into adulthood. Beyond these times the Red Wizards deem magic to be soured or lost. The first test is almost always delivered covertly and by surprise, letting the youngling encounter subtle active magic in play to see if they sense anything about it, or can affect it. This may take the form of a spell involving warmth or radiance, or an enchanted item that glows and can be turned on or off, or the glow altered in intensity or hue. These are rarely complex enchantments but are always configured to be manipulatable by someone strong in the Art. Successful or not, this will be followed by a formal test done by two or more Red Wizards in which the youngling’s status is tracked in a register, so that they may be identified for their as magical threat and potential. The chief fear of all Red Wizards is unrecognized, potentially hostile wizards or sorcerers of power dwelling in Thay, in their very midst. If a young person has no discernable Gift or affinity or magic, no wild talent or psionic ability or sensitivity Chapter 1: The People of Thay
to magic, they are steered into tutelage intended to discover what they do have a knack for, so they can be shaped into becoming a craftworker, scribe, or other useful member of Thayan society. If they do have the Gift, they are removed from their current family and situation and are reared by Red Wizards and nurses under the command of Red Wizards. This controlled upbringing, away from family and wider Thayan society, is intended first and foremost to instill loyalty to Thay. This includes not just the land or the nation of Thayans, but also the hierarchy of Red Wizards, their role in safeguarding all of Thay against treachery from non-wizards high (ambitious tharchions and nobility) and low (such as disaffected poor farmers and citizens of little power), as well as “outlander spies of rival realms jealous of our achievements, who work tirelessly to weaken us.” Red Wizards are taught that Aglarond, Rashemen, and Mulhorand all want the Red Wizards gone so they can conquer Thay, and that distant financial rivals like Baldur’s Gate, Sembia, Waterdeep, and the Zhentarim all want to slyly dominate or come to own Thayan assets, and thus are constantly seeking to blackmail Thayans into acting for them, and that the nearby ruling dragons of Murghôm would pounce on Thay to hunt humans at will were it not for the deterrance the Red Wizards offer by their very presence. As this training proceeds, individuals are given chances to betray their tutors and Thay and Red Wizards—and then caught and slain ruthlessly, or transformed into bestial forms to be caged and displayed in front of fellow students as grim warnings of what happens to traitors. They will also be firmly taught that their deepest loyalty is to Szass Tam, then the Zulkir of the school of magic they’re specializing in, then all other Zulkirs as the most senior “other” Red Wizards, then Red Wizards according to rank (position in the hierarchy). This is the true loyalty to Thay, not devotion to a banner or patch of ground or a city. Strife over policy within the ranks of the Red Wizards is tolerated, above a certain level (lower ranks are to obey, not question), and sometimes dissent is passed off as deliberately-arranged training exercises designed to uncover weaknesses and meritorious qualities. More serious and violent duels and murders and clashes among Red Wizards are seen as the acts of traitors who are mentally ill, thanks to their 17
treachery festering inwardly until it breaks forth—for only the insane would question their purposes, their fitness to rule, and their plans and strivings for a brighter future. Magical Training In the olden days, Red Wizards of the various schools of magic sought to capture potential Red Wizards who showed skills in their school for training and rearing and eliminate strong-in-the-Art individuals who showed aptitude for other schools, but Szass Tam put a stop to that as he tightened his open rule, as these habits weakened the Red Wizards as a whole. Now, training is a mixture of math and history (strong on the “We are Thay, and Thay is the feared and unappreciated light of an ignorant world” indoctrination), languages, and trade skills, with a broad range of magical testing sprinkled among the other tutoring to reveal what sort of schools of magic a given student is good at. Once this personal aptitude is revealed, Red Wizards are formally entered into their education. They are taught with exhaustive, repetitive practice under supervision. They are given and expected to master not just a basic roster of relevant-to-them useful spells, but also to cast these magics in precisely the same way each and every time. Red Wizards at lower levels are actively discouraged when it comes to experimentation with existing spells and are not permitted to create new magics or variants; they’re told that this is dangerous to them and to everyone around them. Simply put, those that pursue such foolish notions are irresponsible and reckless at a minimum, or are fools and if pursued anyway are traitors to be hunted down and destroyed. When experimentation is allowed, it is under the direct and constant supervision of a senior Red Wizard who has authority over the experimenters. The intent is to keep Red Wizards loyal above all, with a conformity of obedience so they will make not just the right decisions in a combat situation, but react in the “right”—that is, as expected by superiors—way. This is one important instance of how Red Wizards differ from the Zhentarim, with their open intriguing for advancement, and the War Wizards of Cormyr, where conformity has long been seen as a weakness any enemy can exploit. 18 Non-Magical Training Red Wizards are trained in a broad smattering of languages, in customs and habits of the traveling merchants of many lands, and are also trained in the lives of monsters—especially those most likely to be encountered in Thay and the lands immediately around it. A Red Wizard is also trained to try to “read” facial expressions, movements, and tones of voice to try to tell what a stranger is likely thinking, or about to do, or their attitude towards the Red Wizard or others. They are taught always to be alert, aware of surroundings including escape routes, possible nearby foes or hazards, and potential attack vectors, and to pay attention, even in crowded streets or markets, of movements and stealthy behavior—all without seeming to watch. So many Red Wizards encountered outside of Thay are apt to be ready when surprise-attacked, because to them attack really wasn’t a surprise, but perpetually anticipated. And lastly, every Red Wizard is encouraged to develop their own side-interests or hobbies, anything from collecting tiny carved figurines to covertly assembling valuable Sembian urban real estate. Zulkirs have long seen that this cuts down on treachery and rash acts by giving Red Wizards an outlet for stress and anger, a feeling (however false; as Dove Falconhand once put it, “the only retired Red Wizards are the dead ones that have the good sense to stay dead”) that there’s something for them to escape to if they ever tire of being a Red Wizard or things get too hot for them, and side expertise that can serve them well as they serve Thay. Having a Red Wizard who can fix a leaky boat, pick a lock, or successfully impersonate a courtier of a different land and gender can be very useful in advancing Thayan interests. Luskan  Their enclaves are fading away and on their own, so now the Blood-Robes are more like Zhentarim wizards in a red uniform, one more nasty bunch of mages out to rule the world. And whatever they tried in and about Neverwinter failed, and everyone knows it, so they’re as prone to pratfalls as all the rest of us. Don’t turn your back on them. —Farlo Dethremmon, warehouse owner and trader, Shadows Lane, Southbank Luskan Chapter 1: The People of Thay
CHAPTER 2 Ruling Thay T he nation of Thay is ruled by the ancient lich Szass Tam and his selected council of zulkirs. Together, these beings maintain the dayto-day operations of their individual tharches but also the ever-present war machine of Thay. These rulers are inherently evil as they seek to provide for themselves first and foremost, but they work tirelessly to defend their people should they be threatened from any source. Thay and the Realms Thay is generally seen as an evil nation by the other powers of the world. This label is important for two reasons: firstly, in that it is not inaccurate due to Thay’s history as a nation of conquerors and instigators as they seek out magic and territory across Faerun; and secondly, in that it is not entirely accurate. The Thayans use war engines, monsters, highly trained arcanists, and the like in their conquests. But they also use common people that have been pressed into service, given hollow offers of land ownership or citizenship, or have been otherwise coerced into military service. And those that don’t serve in the military directly may find themselves toiling endlessly under the yoke of Thay’s exorbitant taxes and living fees, straining to provide for themselves and their families as those above them in the hierarchy grow fat, lazy, and mean thanks to their efforts. Still, the nations of the world that are aware of these injustices are extremely hesitant to strike at Thay to resolve the matter as time and again, the zulkirs have demonstrated that they are willing to sacrifice their own people in defense of the nation and their ideals. Chapter 2: Ruling Thay To say that rebellion is brewing is an understatement. Hidden enclaves of citizens of Thay exist through the tharches, especially around the larger cities, that are beginning to suspect that Szass Tam’s inability to gain a decisive victory against Rashemen, the Wychlaran, or even the Zhentarim mercenaries, is a clear sign that the current leadership council is more focused on preserving their own local power than promoting the interests of the nation at large. It has not gone unnoticed that many of the zulkirs have remained entirely within the nation’s borders for many years, unlike in the past where a Zulkir would visit Waterdeep or Baldur’s Gate at times, or even lead attacks in the greater world. Alongside the emerging groups of concerned citizens are a small but influential group of Thayan expatriates. These individuals have enmeshed themselves in the ongoing political schemes of the world at-large, with many of them referring to themselves as zulkirs. These people may or may not have legitimate claim to these titles. Perhaps they’re merely separatists, desperate to depose the ancient lich and take control of the plateau. Perhaps they’re legitimate zulkirs, unable or unwilling to return to Thay until some mission is completed. Only time—and Szass Tam—will tell. The lich and his inner circle of zulkirs that remain within the borders of Thay are thoroughly embroiled in their own power struggles and efforts. Periodically rumors of a Zulkir being supplanted may reach the ears of the outside world, but Szass Tam maintains a tight grip on such communications. As far as the world knows, the zulkirs presented elsewhere in this chapter represent the current list of people in charge of Thay. 19
The Laraer Laraer (“lahr-AIR”) is a Thayan dialect word meaning “big change” or “life change” or “new direction in life.” Although this term can be broadly applied, the people of Thay refer to one specific event as “the laraer.” Some 150 years prior to today, an event known as the Spellplague ripped through Faerûn. Magic was undone and the Weave began to spew wild threads of arcane power across the whole of the world. During this time many Red Wizards of Thay found their minds broken and an unknown number of arcanists died as their spells failed or turned against them. This event broke Thay’s power structure and nearly broke its people. Arguably, no individual in Thay was more deeply affected than Szass Tam, the ancient lich that ruled the nation. His magic became unreliable and his attention and concentration, which had previously allowed him to juggle many schemes and magical experimentations were shattered. No longer could he magically spy on the important players in Thayan politics and society; no longer could he abide neither the presence nor even the sight of undead creatures—especially those that he had created, for now that magic was unraveling, the protections he had woven into the spells that animated them were becoming undone, and some became mindless killing machines while others were granted their free will once more. For a time, Thay was effectively on its own. And Thayans, who live to inhale, eat, and drink intrigues and schemes, did not sit idle in this time of chaos and ruling weakness. Red Wizards at a stroke lost their supremacy, and many learned the hard way that slaves, upon whose backs the nation of Thay had been built, bear no burden of historic gratitude when a chance at freedom is presented. In a dramatically short time, an immense amount of scores were settled, “accidents” occurred to Red Wizards, manors were thoroughly destroyed, and trade organizations were subjected to what the rest of the world politely referred to as “a series of hostile takeovers.” As the wizards flailed for stability, the outside world simply waited and watched. Such actions weren’t limited to the Thaymount and surrounding tharches. All across the world, Thayan enclaves and centers of power were realized to be finally vulnerable. Many were outright destroyed and nearly all were looted. Those Thayans that lived outside of the nation’s borders knew fear in those dark days, fear that was justified and well-deserved. The nobles of Thay, who’d long resented being shoved aside from the reins of power, saw a chance to regain power and influence at the expense of Red Wizards within reach. Every dead Red Wizard is one less spy and agent for Szass Tam, and a chance for a noble to make decisions or enrich themselves instead. 20 Many Red Wizards were hunted by a flood of hired assassins; for the first year of the Spellplague’s raging, it seemed that any Red Wizard was a suitable target. Adventurers made for prime bounty hunters, and organizations like the Harpers and Emerald Enclave made no secret of their attempts to further destabilize the region. Thayans who didn’t happen to be either noble or Red Wizards saw chances to redress slights and wrongs, and went after Red Wizards, too. They also realized the danger and increasing expense of keeping live slaves. The historic mindset of unthinking acceptance of slavery as “the way society works, and should” was wiped away, and in that shattering of the status quo and its acceptance, many Thayans started to think energetically and seriously about change in Thay, and a different country in the future. The remaining Red Wizards felt that they had made a pragmatic shift in their processes and culture but had unwittingly set the stage for true societal advancement by this course of action. Thayan change—laraer—was everywhere, inside Thay and all across Faerûn. Szass Tam’s ever-tightening grip on power changed in nature and might, reliance on slaves and their numbers declined sharply, intrigues and grand dreams among “just plain folks” soared, and Szass Tam discovered that the obedient undead Zulkirs he’d installed in his ruling council lacked vision, imagination, ambition and the drive it fosters, and attentiveness to human nature; they repeatedly overlooked details, and didn’t notice cabals and treachery beneath them, unless Szass Tam was at their sides, guiding them. Szass had no choice but to turn to the living, even with their near-certain disloyalty. Right Now, in Thay Truly, this was the laraer. Change all over, and in nigh everything. Where will it head? And what will Thay become? Ah, that is why this is one of the most interesting times of all to be in Thay. Change, as our real-world saying puts it, is “busting out all over.” It’s a time for entrepreneurs, a time for adventurers, a time for innovation and new livelihoods and new things. It’s the Laraer. Civil, Cold War Szass Tam has been in power for hundreds of years and has taken care to install the correct zulkirs as his support base. He is fully aware that some of the currently living zulkirs plot against him, but he has learned from the previous decades and centuries that using liches as zulkirs leads to a leadership platform Chapter 2: Ruling Thay
that merely echoes his sentiments rather than work to develop the nation as it needs to be. For all of Szass Tam’s villainy and transgressions, he does indeed treasure his nation—this love is second only to the love he feels for magic itself, and Mystra by association. He tolerates the plots of the zulkirs until they cross the line and directly threaten him or the well-being of Thay as a whole; when this happens, he is unhesitant and total in his retaliation. In recent years, he’s found it to be much more efficient to simply expel an offending Zulkir or Red Wizard under pain of eternal magical torment should they return to Thay rather than wait for them to grow arrogant enough to strike against him. Unknown to the general populace, Szass has recently closed the borders to the nation for his zulkirs. They are not permitted to travel outside of the nation, even via magic, as he works to consolidate his power and smooth the operations of the people and the state. By expelling an offending Red Wizard and cutting them off from support, he knows that they will have many challenges in the outside world and, down deep in his mind, that if they return empowered and emboldened then perhaps it is truly the will of Mystra that they should do so. Szass’s stance in politics and the control of trade in and out of the nation has led to uprisings from the citizenry on more than one occasion in the past. The most recent uprising is led in spirit by a Red Wizard in Mulmaster by the name of Dar’lon Ma. Dar’lon has claimed the title of Zulkir of enchantment and has been working with other Red Wizards that are not present upon the plateau to create his own council of zulkirs. He plots to one day storm Thaymount and slay Szass Tam so that Thay can return to its rightful place of glory among the Realms. Dar’lon and his compatriots have toiled long and hard to recover lost magic from ancient Netherese ruins, mind-shattering aberrant beings from beyond the stars, dead gods, and other sources to support and further their mission. As Red Wizards and even zulkirs cross or irritate Szass Tam and are expelled from Thay, he cautiously addresses them and explains his mission in an attempt to bring them into his fold. So far, his charismatic crusade has gained him a significant amount of power and followers. Dar’lon’s rebellion isn’t public knowledge and more often than not, if someone were to talk about a Thayan rebellion they would be dismissed as a crackpot or conspiracy theorist. As with the behavior of upstart zulkirs, Szass Tam tolerates Dar’lon Ma and his separatists. As of yet, they have not launched a decisive strike against Thaymount and as such the lich cares little for their squabbles and kingdom-building efforts. Even so, he is keenly aware of the fact that trouble is brewing for his beloved Thay and that he will once against be called upon by his people to protect them from forces they neither understand nor comprehend—at least, this is what he tells himself. Heroes across the Forgotten Realms have found themselves enmeshed in this power struggle, and whether they know it or not, everyone has a part to play in the coming battles. 21
The Zulkirs of Thay Although the nation of Thay answers to Szass Tam as its one true ruler, they also have a council of Zulkirs that oversee the general operations of the nation. The zulkirs each represent a single school of magic, and they all have their own schemes and plots. Many zulkirs are liches, and all are loyal to Thay first and foremost. Szass Tam As the sole ruler of Thay, Szass Tam often finds himself burdened with the process of ruling his nation rather than doing what he prefers to do: research magic and delve into forgotten lore. A terrifyingly powerful lich, Szass is the only creature known to have bargained with the ancient lich Larloch and retained his independence—as well as gaining gifts and training. Szass seeks to establish a council of zulkirs that is simultaneously loyal to Thay and himself and has come to realize that having undead zulkirs often leads to those beings either losing themselves in schemes and plots of their own creation, or simply becoming echo chambers for his own desires (as is more common). He has, in recent years, sought to expand the criteria for becoming a zulkir largely due his realization that populating these roles with undead, including liches, only results in creating an echo chamber for his own plots and machinations. To promote Thay, Szass Tam must identify and recruit arcanists that are loyal to him, devoted to Thay, and wholly dedicated to the support and defense of the nation—all while being possessing free will and remaining clear of the corruption of the outside world or personal plots. Abjuration A woman known only as Sirikhan has taken the position of Zulkir of abjuration as her own. She is a human of Shou descent and busies herself with matters east and south of Thay along the Golden Way, the main trade road that connects the western lands with the lands of Kara-Tur far to the east. Szass Tam has so far been impressed with both her ability to accomplish the tasks that he sets before her but also her willingness to speak her mind, even when her opinions do not match those of the ancient lich. Sirikhan was last referenced in DDAL-DRW05 Uncertain Scrutiny. Conjuration Saj Amog is a Thayan lich and a staunch ally of Valindra Shadowmantle, the Zulkir of necromancy. Prior to his return to Thaymount, Saj was stationed in Neverwinter and worked to quell the rebel uprisings. He was later tasked by Szass Tam to capture a dread ring, a heinously evil creation that Szass desired for his own purposes. While it is true that Saj Amog is 22 a lich, he is not under Szass’s complete control as is Samas Kul, the Zulkir of transmutation, and he often wonders what Szass Tam’s endgame really is for the nation of Thay. Divination Yaphyll, a ruthless and cruel human Mulan woman, served as the Zulkir of divination for just over a hundred years until she died while performing a complex, powerful ritual at Szass Tam’s command. Though he knew that she had previously worked against his position as the one true ruler of Thay, he knew that her command of divination magic marked her as an extremely powerful member of the council of zulkirs, and as such he desired to raise her from the dead. Unfortunately, the ritual that ultimately took her life bound her with a small piece of the blue flame known generally as the Spellplague, and he was unable to raise her. In an unexpected turn of events, though, she clawed her way out of her tomb when Valindra Shadowmantle returned from Chult; the exact reason is uncertain, but it has piqued Szass’s interest. She is not undead but she appears to be frozen in age in her early forties. Despite his best efforts and much to her delight, Szass Tam is unable to use telepathy or divination magic to spy upon her. Enchantment This position was previously held by a Red Wizard named Lauzoril. Lauzoril arranged and conducted a massive insurrection, even going so far as to motivate most of his fellow zulkirs to strike out at Szass Tam and his armies. Although Szass retaliated, Lauzoril seemingly escaped and has not yet been discovered. As multiple previous zulkirs of enchantment have proven themselves to be hostile to Szass Tam, the lich has determined that this seat is cursed and is to remain vacant until such time as he finds, or creates, an appropriate candidate for the role of Zulkir. Evocation M’Weru is a human woman from Rashemen. She uses her knowledge of the Wychlaran to her significant advantage in her post as the Zulkir of evocation. She controls her magic to such an extent that her power is at once terrifying and intoxicatingly beautiful to behold, as she can reportedly shape those magics in previously impossible ways. Szass Tam recruited her after she decimated a pair of Red Wizards and disintegrated their guards without breaking from her ongoing conversation with a harbormaster in Alaor— all without damaging the docks or causing additional casualties. M’Weru was last seen in DDAL-DRW05 Uncertain Scrutiny. Chapter 2: Ruling Thay
Illusion Hlarkus Baltreyo is a male human lich that rarely, if ever, saw cause to leave Thay. He has been a long-time supporter of Valindra Shadowmantle and threw a massive celebration upon Szass Tam’s announcement of her promotion to the role of Zulkir of necromancy. A devilishly skilled illusionist, he delights in crafting images and experiences are so lifelike that they pass for being alive themselves. He was exceptionally fond of creating illusory forms of the friends and family of his foes. Due to circumstances outside of his control, Szass Tam can exert complete control of Hlarkus if he desires to, even going so far as to treat Hlarkus as a familiar should he desire to. Necromancy As a reward for her efforts in uncovering the mysteries of the Soulmonger in the jungles of Chult, Szass Tam promoted the reckless moon elf lich Valindra Shadowmantle to the position of Zulkir of necromancy. A resourceful and vicious creature, Valindra both relishes her new role and chafes at the restrictions that it imposes upon her activities. She longs to shed the mantle of leadership and return to the world beyond Thay’s borders so that she can strike down those that would stand against her beloved homeland. Valindra Shadowmantle was last seen in Tomb of Annihilation, which shows the activities that would see her promoted into this role. Transmutation Samas Kul served as the Zulkir of transmutation under Szass Tam for nearly a century until his gruesome assassination. However, Szass Tam found him to be a serviceable ally and worked to return the tall, morbidly obese wizard to Thay. Samas is now an undead creature under Szass Tam’s control, and while he possesses a small spark of personality he is largely, as with the other undead zulkirs, an extension of Szass Tam’s will and ideology. Candlekeep  History has shown us that all attempts to control access to the Art are doomed. Cabals of mages who share spells and research in secret are one thing, and guilds who seek to set prices and curb mage-tyrants are another, but the Red Wizards of Thay are the worst sort of oppressive wizards’ collective. They foment fear that inevitably leads to outbursts of violence, in which those not of their membership destroy books and spell-scrolls and sometimesirreplaceable knowledge in the process, seeking to wipe out or weaken those they hate and fear. Moreover, the Red Wizards seek to control what Art is learned, and how, and that is evil in itself, as well as foolishness that never ends well. Still, if such stains were not upon the world, we’d appreciate no brightness, and be tempered by no testing flames. It’s sad that such words are the best praise I can give them, but there you are. Be wiser, if not less sad. —Ulmarth Rendikho, Monk of the Avowed Chapter 2: Ruling Thay 23
The Separatists of Thay This faction of powerful Red Wizards led by Zulkir Dar’lon Ma of Mulmaster is no less evil than their counterparts that reside within the borders of Thay. They firmly believe that their claims to the title of Zulkir are legitimate and they staunchly defend their positions as such. While they are careful to not call for the removal of Szass Tam and the others, they have no qualms about referring to the impending changes that Dar’lon will be implementing. Dar’lon Ma is no stranger to controversy and has worked to establish several new zulkirs for realms that did not exist before: artifice, chronomancy, and information. Szass Tam has long held that only a school of magic is to have a Zulkir, but Dar’lon has expanded this model to include information as a school of thought rather than a school of magic. This is troublesome for the Red Wizards of the plateau, and while it shows some progressive thinking on Dar’lon’s part, it also demonstrates his capacity for strategic thinking as he shapes his influence into a chokehold around Thay proper. Artifice Lantan is an island nation close to Chult but this does not reduce their impact on modern culture. As time goes on, the practices of the artificers that dwell and practice there have pushed into the larger world, and Dar’lon Ma has recruited a Lantanese artificer to be the Zulkir of artifice. This is a significant departure from established Thayan practices in that historically only Thay-born Red Wizards could ascend to this status, and some have correctly surmised that this Dar’Lon Ma 24 association was done to more closely bind Dar’lon’s vision of Thay to the Isles. No name has been formally given for this person, as Dar’lon only refers to them by title. Some believe that the Lantanese artificer is actually the subject of a magic jar spell and that their soul has been replaced by that of a true Thayan Red Wizard. Chronomancy The school of chronomancy is new to the modern world, but also a holdover from the ancient Empire of Netheril. Research into this type of magic is ongoing, and Dar’lon Ma makes no secret of the fact that he is actively seeking to fill this role in the near future. At this time, the magic of chronomancy is barely more than a theory; time-manipulation magics have been largely banned by Mystra and the few lingering reminders are limited to spells such as haste and slow. It is safe to assume that any individual hoping to become the Zulkir of chronomancy will need to demonstrate their mastery of this school of magic in some diabolical fashion in order to earn their rank. Divination The title of Zulkir of divination has been claimed by Damond, an aged human male and native of Thay. Despite his obviously advanced years, he is in excellent health and remains quite spry. His mind is equally nimble, and he equally invokes and projects an aura of dangerous cunning at all times. Every aspect of life is but a game to him—a game where only he can see the pattern, where few aside from him are aware of the rules, and everyone is but a pawn to be manipulated by the scant few people and creatures that are actually in charge. The More Things Change… Dar’lon Ma is a fired-up Red Wizard and is open about his desire to depose Szass Tam’s council of zulkirs. He believes that he can lead Thay to a better future, and while he does not state that he wishes to destroy the vile lich he won’t deny that “sometimes things must break and be reforged”. The people that he is gathering across the Forgotten Realms are powerful and driven, possessed of their own goals and machinations, and altogether evil. No matter how much gloss is applied to a Red Wizard, their motives are inherently evil. No matter what good they’re willing to perform upon their road to conquering Thay, the end result is, and always has been, total domination and subjugation of Thay, its people, and its holdings. What may come of the separatists winning their cold war? What evilness will they perpetrate to accomplish their goals? They are simply one set of would-be tyrants seeking to depose another, and the cost to the people of Thay is monstrous, as it always has been. Chapter 2: Ruling Thay
Damond and Dar’lon Ma have a strong relationship even though it is an open secret that the old diviner is known to be working closely with Szass Tam. Both Red Wizards seek to promote Thay, and the lich wishes to use every available tool to its utmost potential. When the inevitable conflict occurs, Damond aims to be poised at the summit of greatness one way or another. Damond was last encountered in DDALDRW05 Uncertain Scrutiny. Enchantment After the city of Mulmaster was decimated by crazed cultists, a charismatic human Red Wizard by the name of Dar’lon Ma saw an opportunity. He claimed the title of Zulkir of enchantment and initiated efforts to rebuild the city in exchange for unfettered access to several historical sites that had been discovered in the vicinity of the Moonsea. His plans have since expanded and his influence has been felt as far away as Chult. His words call for alliances and the deposing of Szass Tam, but his all-too-bright smile promises only pain and poison for everyone involved. Dar’lon Ma was first encountered in DDAL00-01 Window to the Past and has appeared in numerous adventures in the Dreams of the Red Wizards storyline. He is generally considered the leader of the Red Wizards outside of Thay. Information While information isn’t a school of magic, it is a school of thought. Dar’lon’s chosen Zulkir of information has been referred to as Dusk, a charismatic darkling residing in Luskan. As Zulkir of information, Dusk manages propaganda, both positive and negative, for Dar’lon Ma and all Thayans that can’t or won’t live within the nation’s borders. As with the Zulkir of artifice, Dusk is not a native of Thay and represents an evolution of Dar’lon Ma’s vision of leadership. Vacancies in the Council No Red Wizard has claimed the title of Zulkir for Abjuration, Conjuration, Evocation, Illusion, Necromancy, or Transmutation. Neither has Dar’lon Ma made reference to anyone in these roles. Perhaps this is because the right candidate has not yet defected from Thay, or perhaps Dar’lon simply hasn’t found the right individual to take their place in his growing regime. Only the future knows! 25
Thayan Military Might Reports of Szass Tam’s mindless legions of terrifying undead are borne and spread across the length and breadth of the Realms. The mere mention of these hordes in a council meeting in the far-off Dales is enough to see a motion to improve a town’s fortifications approved. And there is good reason behind the terror that these swarms inspire. Thay’s undead legions operate like an army of unthinking and relentless ants. When confronted by an obstacle such as a river, they unhesitatingly plunge themselves into the water as more and more pile atop the underwater ones, to form a bridge/road across the torrent so the rest of the force can swiftly cross. They move themselves and whatever they are transporting over the submerged creatures finishing with the “drowned” undead walking up out of the water to follow as if the entire effort was no bother at all. Yet thanks to the defenders of Aglarond, Thay has learned that Red Wizards should always reinforce undead armies. When they don’t, enemy mages can readily set a battlefield of advancing Thayan undead aflame, then hold them off from behind a deep ditch and rampart until the ashes can advance no more. Rational battlemasters across Faerûn suggest that despite Thay’s staggering undead headcount the Red Wizards must follow some kind of martial doctrine or process. Unfortunately, very little is known about the actual makeup of Thay’s armies and tactics outside of those that actively serve. What follows is a summary of the intelligence that has been recovered by agents of the Zhentarim and the Harpers; the veracity of these points is hotly contested by military powers across the world. Despite the undeniable fact that Szass Tam’s unlimited throng of undead is the central feature of Thayan military might, it is hardly the entire picture. Thay also boasts a standing army, navy and a division of secret police all composed of mortal humanoids rather than mindless undead. While fielding droves of undead that do not require either rest or food affords obvious advantages, the undead bring their own set of notable drawbacks as well, primarily among them from a military standpoint being the lack of ability to think tactically and to reason generally. This is where the Thayan Knights, the Water Fist, and the Probity Corps come in. Thayan Knight Rank Insignia and Titles Rank insignia are customarily worn on both shoulders, and they are the same for army and naval units. All elements of an insignia are depicted in crimson, on a black field. See the Current Military Ranks of Thay table on page 28. Any Red Wizard attached to a military unit uses and is addressed by their customary rank. Any non-Red Wizard mage or sorcerer attached to a military unit holds Vardhond-equivalent rank and is called a “Nauthkir.” Thayan nobility are treated and addressed as their knightly ranks. The title of “Autharch” is a Lord Mayor equivalent in the governing bureaucracy of Thay (i.e. the head administrator of a city), but is also bestowed as a military title for the Lord Commanders of standing garrisons (i.e. the commander of a fortress, or the troops guarding a city). 26 Water Fist Chapter 2: Ruling Thay
Thayan Knights In the present day, in addition to the throng of undead, the Thayan Army consists of the Thayan Knights. These highly trained and unfailingly loyal soldiers primarily serve as bodyguards/escorts for the famed Red Wizards, as castle/fortress guards (including all patrols and guards on the Plateau of Thay), and as commanders for massed undead armies in the field. Their organizational structure is similar to that of most traditional standing armies with titled ranks topping out at general. Membership in the Knights is a position of privilege. It is reserved strictly for native Thayans that are of sufficient martial abilities, but most importantly, can demonstrate near fanatical loyalty to their Red Wizard masters. Once assigned to or appropriated by a given Red Wizard, a Thayan Knight’s highest duty is to protect that Red Wizard. This sole duty passes as the Thayan Knight’s code. This said, the vast majority of Thayan Knights do not directly serve specific Red Wizards. Most Thayan Knights fill out the ranks of gate-guards, harbor sentries, road patrols, wilderness wardens, and the rank-and-file officers in the army itself. Chapter 2: Ruling Thay The funding, training, and equipping of each division of Thayan Knights is the responsibility of the individual Tharchions. This dynamic is a source of constant political tension in Thay as Szass Tam and the Red Wizards incessantly demand more troops from the Tharchions who in turn resist when convenient, citing costs and the shortage of suitable candidates. Barring unusual situations—when battle losses necessitate a recent replacement, for example—any Thayan Knight encountered as a bodyguard knows well the habits and quirks of the Red Wizard they’re guarding. They anticipate what interests their master, which way the mage customarily looks or turn, and what triggers them to anger. They know the areas of effect and consequences of their master’s preferred spells (secondary fires, for instance) and will move and act accordingly. And they are always alert. Thayan Knights Sigil/Dress: The Thayan Knights wear a kit featuring black armor bearing a circle device of eight red flames to represent the eight schools of magic/zulkirates. 27
Current Military Ranks of Thay Thayan Rank Insignia 28 Thayan Army Rank Thayan Naval Rank Rough Real-World U.S. Equivalent Purple Dragons of Cormyr The Talons of Turmish Irhrand Irtane Private Blade Sword Kelrhond Vaethrar Corporal Telsword Avondas Tarsabbar Yoehvar Sergeant First Sword Ralvondas Vardhond Vornadar Lieutenant Swordcaptain Khortal Khortalhond Heemadar Captain Lionar Larvant Marahond Tantrar Major Ornrion Vornral Ulthark Aunkhlar Colonel Constal Hahavrho Narantark Ommondravar Major General Oversword Ondaggar Vulthark Soudravar Lieutenant General Battlemaster Tavalant Zulthark Zuldravar General/Admiral Lord High Marshal Korondor Chapter 2: Ruling Thay
The Water Fist Before the rise of Szass Tam, the Thayan navy was formally dubbed The Wave Serpents but no one but sages, pedants, and formal court documents calls them that these days. To one and all in Thay, they are colloquially “the Water Fist,” after a famous line Szass Tam delivered in a speech: “Thay has three fists: one in armor, one on the water, and one unseen until it’s too late.” That last one is his cute way of referring to the arcane magic of the Red Wizards, but nonetheless his words gave the navy its daily Thayan name. The highly-efficient Thayan navy sails out of a base located on the island-tharch of Alaor. As such, the navy has traditionally fallen under the authority of Alaor’s Tharchion. Currently though, while Alaor’s Tharchion still maintains nominal oversight over the navy, as with just about every other important institution in Thay, the navy is now under the direct control of Szass Tam. The naval vessels themselves are crewed by undead rowers, but also with actual living sailors to perform every other important function on each ship. As with the Thayan Knights, membership in The Water Fist is reserved for native Thayans alone. Sailors in the Thayan Navy, beyond enjoying the ubiquitous and substantial Thayan military training, occupy varying ranks/positions as found in other traditional Chapter 2: Ruling Thay navies from rigging crew to carpenter and from ensign to admiral. As the Water Fist plies the normally calm waters of the Sea of Fallen Stars rather than more tempestuous bodies such as the Sea of Swords, the Thayan Navy favors the sleeker hull designs of clippers and schooners over the wide and wallowing galleys and cogs more commonly found along the Sword Coast. These craft, either of two- or three-masted varieties, are built for speed and maneuverability. Typically, each is garrisoned by both benches of undead rowers set to execute the complicated rowing instructions necessary for efficient broadside and boarding maneuvers, as well as well-trained sailors who know to quickly seize the enemy ship’s captain, “the head of the snake,” in order to rapidly bring a boarding action to a successful conclusion. Finally, Thayan vessels favor traditional appellations borrowing magic-related themes such as spells, schools of magic, or famous wizards. Some examples of such are The Fire Ball, The Enchanter, or The Zhengyi. The Water Fist Sigil/Dress: The device for the Water Fist is a black equilateral triangle surrounded by a circle of eight crimson tongues of flame, on a light blue field. 29
The Probity Corps Pervasive undead performing manual labor or marching to war are facts of everyday life in Thay. The same can be said of the ever-present guards and patrols conducted by the Thayan Knights and other militia. However, for each and every citizen of Thay, the most terrifying branch of the Thayan government is unquestionably the Probity Corps - the secret police of Thay. This innocuous sounding bureau is a source of daily anxiety for all members of the highly structured and stratified Thayan society because agents of the Probity Corps are immune to any and all social or political barriers. Reporting to Szass Tam directly, Probity Corps agents ghost through Thayan society and government on their merest whim. Known more colloquially as the “inquisition,” agents of the Probity Corps can be anywhere at any time. Their enigmatic nature is the source of their greatest power—the ubiquitous fear that literally anyone can be an informant for the inquisition or Probity Corps Titles The Probity Corps does not have “ranks” as such. However, the base title of any member of the Probity Corps is “Inquisitor.” Further, the Probity Corp has a commanding Inquisitor in each tharch called the “Inquisitor Superior.” Each Superior is personally selected by Szass Tam. Finally, the soldiers employed by the Probity Corps are referred to generically as “Troopers.” be an agent themselves. It would be a search indeed to find a Thayan who does not know or at least heard of someone “disappeared” by the Probity Corps. Enforcing absolute loyalty and obedience to Szass Tam, the Probity Corps are feared and hated by all Thayans. The rich and powerful of Thay particularly resent this omnipresence, because as secure as they may be in their strata from virtually every other segment of Thayan society, agents of the Probity Corps can suddenly rip them down from their perch without the least bit of warning. Szass Tam himself delights in the terror inspired by his secret police. He has worked hard to see agents of the Probity Corps entrenched in every important layer of government and Thayan society. They are his most trusted servants. Headquartered on Thaymount, little is known about the specific training that agents of the Probity Corps receive. The little that has been gleaned reveals that agents of the Probity Corps are subjected to extensive and fierce indoctrination as well as deep and rigorous training in both martial and arcane combat. Finally, agents of the Probity Corps are famous for their ability to catch an untruth, actual or perceived, and for then obtaining a confession for the lie. The Probity Corps Sigil/Dress: While rarely openly displayed, the sigil of the Corps is a stylized scale with the golden key of fidelity on one side and the red heart of loyalty on the other. Thayan Knights Sigil Water Fist Sigil Probity Corps Sigil 30 Chapter 2: Ruling Thay
CHAPTER 3 Points of Interest A ll across Thay can be found common elements and themes. No matter how diverse the people are or how distant one tharch may be from another, some things are almost always the same across the land. Red Wizard Compounds For reasons of personal security, it is rare for any Red Wizard to have any slaves within their compounds, though slaves may live and toil in an “outer ring” of paddocks, fenced or walled courtyards, granaries, stables, and warehouses. In elder days, paranoid Red Wizards built such outer rings in a manner akin to many snail shells: from the outside, their entire length had to be traversed, circling the fortified walls of the inner compound, to reach the entrance to that inner compound, so defenders could contest every step of an advancing invading force, and sap the numbers of attackers with many pre-prepared traps (spiked pits, fire-barrels ignited from above and then spread by hurled flammable oil “bombs,” and so on). Rather than the Red Wizard or any guests being served by slaves, servants drawn from Thay’s middle class work within the fortified inner compound, in the relatively luxurious surroundings of the Red Wizard’s home, which typically boasts a small, sumptuous, intended-to-impress guesthouse (with spies waiting in secret passages in the walls, to employ spying holes and their ears, to learn all they can); a central mansion furnished to the personal taste of the Red Wizard; a servant’s abode often sited between guesthouse and mansion to give warning (screaming servants) of an intrusion towards the mansion from the guesthouse; and lastly, often surrounded by protective earth berms (rings of raised earthen walls, intended to absorb and deflect upwards harmful magics), a spellcasting Chapter 3: Points of Interest chamber built like a double-walled warehouse, for use in practicing spellcastings and perfecting new magics. Most Red Wizard compounds have a fortress-like gatehouse guarding the wagon-width main entrance: a massive stone building in the shape of a squared arch, surrounding the two-paneled gate that normally blocks the wagon-path leading inside. The gatehouse has thick stone inner and outer walls, each at least three courses of blocks in thickness, with an area twice that width or more between these walls that’s entirely filled with loose stone rubble—so someone breaching a wall will be buried in a heavy outflow of shifting stones. The entry gates always open inwards and stand just in front of a rising slope of the wagon-path, so there’s no clear gap beneath them. They can be braced inside by massive timber beams that are slid out of holes in the sides of the gatehouse, through massive iron sockets bolted to the inside of the doors, and on into sockets on the other side of the gatehouse. Some of these bracing beams are stored in either side of the gatehouse, and so are extended out in both directions to hold the doors in place and brace them, passing through the sockets in the same manner as a waist-belt passes through clothstrip “keepers” in a pair of breeches. These beams may further be reinforced with angled braces placed between the inside surface of the gates and stone pockets sunk into the wagon-path (in locations intended to avoid wagon-wheels during normal daily passage of wagons in and out). There may even be additional top-down braces dropped from the “cross-header” of the arch down directly behind the gates, into stone pockets sunk into the wagon-path below. All such beams are moved, with the aid of projecting-metal-spike “handles,” by zombies stored in interior rooms within the gatehouse. Such rooms are 31
commonly connected to each other through the crossheader of the arch, and in the floor of this above-thegates cross-passage are hatches so zombies can be released to plummet down on the heads of intruders, both outside the closed gates and inside them, to form an undead wall of defenders. If a compound is ever surprise-assaulted while the gates are open, zombies will be released to “fill the gap” of the open gateway and defend the compound until the gates can be closed—hopefully trapping some intruders inside the compound, where they can be overwhelmed with superior numbers (or having no place to hide from or avoid the spells of any Red Wizards in the compound) and easily despatched (usually with the exception of one or two survivors who can be tortured to reveal who’s behind the assault, and its exact goals). Thayan Homes To drive off unpleasant smells in a household—and to many Thayans, the “high, clear” smell of crushed mint is desirable, but cooking smells other beings of Faerûn might find mouth-watering, like roasting meat, are considered too pungent or “rich” (earthy, bloody) to be pleasant—incense is often burned in what the wider Realms might call a thurible, but to any Thayan is a “taermra.” A taermra always takes the form of a piercedsided, hinged-to-open two-part metal container with hanging-rings and chains, but it is never swung as a censer, always hung from a ceiling-look or projecting spires of furniture or arches (both open doorways and the ornamental arches found in many Thayan dwellings, that consist of stub walls projecting out into a room about the width of a person, to visually divide the chamber into two or more rooms, without actually doing so; sometimes, overlapping cloth hangings fill these archways to provide more of a visual barrier). The incense is always made in Thay, from local barks, roots, flower petals, and seeds, sometimes soaked in perfumes and spices from Murghôm and Semphar, so that it has the “high, clear” (menthol- or mint-like) scents preferred by Thayans. Less-well-off free Thayans, who can afford incense only for special occasions (such as birthdays, which are annual celebrations known as someone’s “godssmile,” marking when the gods first smiled upon them, at which the celebrant eats something favorite and special, drinks something expensive and special, and receives a tiny handmade gift from one family member, if any survive and dwell near), try to bring nice smells to their dwellings by burning scented candles, which tend to have blander, coarser scents than incense. 32 Thayan Room Furnishings Thayans vary in personal tastes as all sentient beings do, but rooms in typical Thayan homes are dominated by couches strewn with many pillows and fringed blankets (wraps for warmth when the air is cold). Flanking most couches, and in clusters along the walls (often interspersed with mirrors of buffed and polished metal) are waist-high or so (varying in height) stone pedestals. These flaring-carved (that is, slender pillars with wider bases and tops) “vorcel” (pronounced VOR-sell; a single pillar is a “vorce”) provide handy surfaces upon which clusters of scented candles are sited, or bowls are placed, of flower-petals or snacks (Thayan snacks are often nuts or small, round, nutty-flavored balls of cheese). There will also be oval or star-shaped small tables usually used as sidetables for highbacked chairs fashioned for one person to sit on. Thayans usually dine facing each other in a cluster of such chairs, each with their own separate sidetables, and slaves circulating to bring and remove small domed platters and bowls (plates are rarities). Some grand Thayans (such as nobles with large chambers in which there’s lots of room behind the chairs) consider it rude for slaves to pass or stand between them, “in the center” of a dining group, but most Thayans do not. Ceilings are of stucco painted with designs or scenes of past family achievements or Thayan life. Protruding down from them are treadle-powered ceiling fans (a foot-treadle’s force is communicated by slender rods, cogs, and linkages to a broad-bladed fan, the blades always resembling the fins of large fish in shape), to cool occupants during the more frequent times when the air is too still and too warm. Floors are tiled, or in poor homes smooth-compacted earth painted or covered with pebble mosaics. The Serpent Statues of Thay The Athora made Thay a land of magic. To this day, the Athora lies in a cavern-lair deep inside Thaymount constructed by the Ba’etith, that mysterious group of sarrukh, batrachi and aearee who were responsible for the creation of the Nether Scrolls. Known as Assikhath to the sarrukh, the lair is adorned with statues that house protective and preservative magics (for some of the magic items in the lair are both powerful and dangerous; the Ba’etith didn’t want them to fall into the hands of anyone unauthorized—for such unwanted beings wouldn’t know the secrets of how to bypass the defenses of the lair, and so would have to fight them). A few of these statues can animate as guardians, but most shoot forth magics to defend the lair against intruders, particularly those who seek to damage and despoil, or unleash magic. Most of these statues are of stylized sarrukh (snaked-headed lizards, Chapter 3: Points of Interest
giant serpents, or even winged upright bipeds with snake heads). Thayans of all walks of life (including wise, sophisticated zulkirs) associate magical power and success in the Art with the presence of such statues, so down the years similar statues have been fashioned and installed in many Thayan homes, compounds, and offices. Although no Red Wizard would state matters so baldly (a Thayan laborer or merchant might), they are thought to bring good luck, and to “evoke what is best of Thay,” no matter how distant they may actually be from Thay. A Thayan of the 1300s and 1400s DR feels at home in chambers adorned with snake statuary. As a result, they can be found everywhere Thayans have control over interior décor. Chapter 3: Points of Interest Alaor, the Docks of Thay Alaor (“Al-LAY-oar”) Population: 81,500 Leader: Uldroud Harlrammon (LE male human fighter/wizard) Official Military Presence: The Water Fist, Thayan Knights Commerce: Imports, fishing, local retail Religious Influences: Gond, Istishia, Umberlee, Valkur Renewed in recent years as the seat of Thay’s navy, Alaor consists of two islands in the Alamber Sea. The larger of the two is Alaoran, and the smaller one is Raeldreth. The islands are often referred to in the collective sense as “the Alaor.” Alaoran is a shipyard and naval base and has been built over and honeycombed with tunnels and chambers many times over the years. The city above these secret places is where the sailors and their families dwell, and sailmakers and the like work daily. Much of Raeldreth has been made over into a forested abode of the wealthy and powerful, replete with glade-gardens and ornamental ponds. These elite Thayans live in their mansions, centered on the freshwater springs that rise from the Underdark in three places on the isle. Thund Greatharbor Anchorage is the breakwater-strengthened main harbor of Alaoran and serves as the seat of daily bustle and moneymaking in the tharch. It is usually home to a dozen naval ships and four times that many merchant vessels at any one time. For security reasons, local fishing boats have been exiled to the lesser harbor of Orjehet, halfway around the island to the east. Orjehet has become the tradesmoot and “neutral ground” for Thay’s poor and criminals and outlanders, including smugglers and dealers in poisons and contraband. The Kraken is a well-known dockside inn which hosts many clandestine meetings, adventurers for hire, as well as other agents provocateur. On Raeldreth, an inn and dining club known as Havandrar’s Haven — “the Haven” in daily converse—at the local winery of Larantheir’s Goblet, has become a rental meeting-place for revels and mercantile meetings, and is a popular place for Thayans to meet with outlanders to talk business, or to meet with each other to speak of intrigues. As there is virtually no tilled land on either island, the Alaor is entirely reliant on imports for basic foodstuffs, building materials, and just about every other fundamental necessity. 33
Uldroud Harlrammon Tall, thin, and balding, Harlrammon’s black-bearded and beak-nosed visage is stark to say the least. His penetrating stare and cold, light gray eyes underscore his reputation as a calculating, careful administrator who believes in backup plans, preparedness, and redundancies. He is paranoid when it comes to outlander spies and saboteurs working against Thay’s navy and traveling Thayan merchants. A Szass Tam loyalist through-and-through, he regards most Red Wizards as arrogant incompetents who weaken and mar Thay with their personal ambitions and intrigues. Harlrammon maintains a network of personally loyal spies and informants on Alaoran, especially concentrated in the harbor of Orjehet. He regards those that live on Raeldreth as traitors to Thay, or at best idle drones, and due in no small part to his outspoken opinion on this matter is loathed by many of the wealthy and powerful who live there. New innovations in sails and rigging and hull design, and in cargo loading and unloading efficiencies, are meat and drink to Harlrammon (whose local nickname is “the Drood”). 34 His goal is to arrange “accidents” for the naval ships of rival realms, so Thay will eventually covertly control Westgate, bottle up Cormyr at the Neck, be able to blockade Sembia and the Dragonreach ports at will, and so dominate the Sea of Fallen Stars. Heraldry: The badge of the tharch is the Daej, or “Proud Rule of the Waves,” and represents the navy (a gold sail on the ocean, with Thay behind it). Roleplaying Uldroud Harlrammon Bond: The enemies of Thay are everywhere. Only order and vigilance will protect the great nation from their ceaseless machinations. Flaw: I smiled once. I did not like it. I will never do it again. Ideal: Perseverance. By being steadfast in our duty, we are the rock that resists the crashing of incoming waves. Quote: “Fools and the careless prepare insufficiently and reap appropriate downfalls. Work together, in loyalty to great Thay, and all prosper and know greatness.”
Delhumide, the Spirit of Thay Delhumide (“Dell-hew-MEED”) Population: 58,000 Leader: Arauntra Taelthoun (LE female human wizard) Official Military Presence: The Probity Corps, Thayan Knights Commerce: Agriculture products, subsistence farming Religious Influences: Chauntea, Gond, Nesharia (Nephthys), Osirant (Osiris) Once the most populous tharch of Thay, this district was largely reduced to sparsely populated open grazing land after the city of Delhumide was destroyed in Thay’s war for independence from Mulhorand. The city was never rebuilt, and the ruins remain shunned to this day. The crumbling region is roamed by living spells, brigands, “wizard-ghosts,” and all manner of foul monsters. Curiously, these powerful denizens don’t roam far, staying contained in the vicinity of the tattered towers of that place. Beyond, Delhumide today is the safest and most regimented of tharches, being “under the eye” of Thay’s ruler Szass Tam. Some whisper that the lich vents his frustrations on those denizens, and even uses the ruins as cover for more nefarious projects and experiments. Then as now, the tharch consists of that part of the plateau of Thay between Lake Thaylambar and the Gorge of Gauros, bounded by the River Thay and the River Gauros. Ranchland is increasingly giving way to farms, and the roadways are constantly improved by crews of skeletons and zombies that toil away after sunset. The population is rising rapidly in recent decades yet is still far less than in olden times. Since the fall of the city of Delhumide, this tharch has been governed from the city of Umratharos (“Oom-rath-THAIR-ohs”) which is becoming a city of crafters and innovators, carving wood and casting metal and firing ceramics all under the watchful eye of the Probity Corps, the absolutist authority ensuring peace and order. These enforcers are free from corruption and diligent in their duties out of fear of Szass Tam. Delhumide continues to evolve into an increasingly productive agricultural sector for Thay. While the legions of undead are of course not reliant on such, the population growth being experienced across all of Thay progressively depends on Delhumide’s rising agricultural capacity. Featured crops from this developing and verdant region are rice, wheat, and corn. Chapter 3: Points of Interest Arauntra Taelthoun A petite human woman with long honeyed curls and large, kindly brown eyes, Aranuntra is utterly entangled with Szass Tam. She is singularly devoted to him, even though she readily and proudly admits to the foul magical effects that he visits upon her in his research efforts. Most Thayans believe her infatuation with Szass Tam has poisoned her mind. She has proven that she is willing to do anything for him and is fanatical in hunting down any treachery towards him. She is said to love to fly and that she often indulges in aerial acrobatics if transformed by Szass Tam into winged form and given that much freedom. Heraldry: The badge of the tharch is the Thaumaund, or “Might of Making,” and represents the busy crafters of the tharch. Roleplaying Arauntra Taelthoun Bond: I hope to live to see a day where all experience the beauty and joy in reverence of Szass Tam. Flaw: While I do my best to stay focused, I find myself often lost in daydreaming and whimsy. Ideal: Loyalty. Without faith and fidelity, we are nothing. Quote: “Szass Tam is the greatest lord this or any realm has ever known. If you knew him as I do, you would see the greatness he has achieved, and can—if we but cleave to him—bring to us all.” Eltabbar, the Wealth of Thay Eltabbar (“El-TAB-bar”) Population: 2,699,500 Leader: Aumaund Halakoun (LE male human fighter) Official Military Presence: The Probity Corps, Thayan Knights Commerce: Caravan traffic, local retail, agricultural products Religious Influences: Helcaliant (Horus-Re), Kossuth, Nesharia (Nephthys), Waukeen The wealthiest tharch of Thay, the tharch known as Eltabbar is home to its current capitol, the city of Eltabbar. This city has been rebuilt and expanded in recent decades and portrays a sense of ever-greater magnificence with each passing year. “Tabar,” as the city is called by most citizens, contains homes for most of Thay’s nobility regardless of their tharch of origin. Anyone of significant power or influence in Thay, or desires to attain a measure of the same, keeps quarters in Eltabbar. 35
Eltabbar is sprawling and populous. Its streets and buildings teem with citizens and residents of all ranks, but few outlanders are found here. It is a place of domes and tall spires, walled compounds of the rich and powerful, and balconied structures crowded together for everyone else. Eltabbar is rife with fountains, whose mechanical pumps are increasingly undead or oxen powered, but those that operate the beautiful fountains take great care to hide their workings under the streets or by keeping them wrapped in illusion magic. Always a hotbed of intrigue, Eltabbar has seen a dramatic increase in the presence of private and well-armed street patrols. The Probity Corps operates openly here and numerous other governmental spies canvas the city. This extends to Daerath Market—the one place in the city where stalls and wagons crowd each other, streets becoming winding alleys between them. Daerath is where shady business can be conducted openly, adventurers may be found and hired, and so on, but sensible citizens know that the tharchion’s spies are more attentive in Daerath than anywhere else. On one edge of Daerath stands the notorious Pheldanther’s gambling club, in which wagers are placed not just on games played with cards or dice or battle-boards with miniature armies and intricate 36 rules, but on contests between human wrestlers, beasts, fighting fowl, and even humans pitted against hungry monsters desiring to eat them. Deadly human-against-human duels have even been wagered on, though spell-duels have been strictly outlawed after several unfortunate fires and explosions. The infamous Deep Canal is also found here; it is a subterranean sewage circuit that is navigated by narrow barges poled by those who know its labyrinthine ways. It is used as a network of travel routes between the deepest cellars of many city locales. It is said that the corpses of those that ask too many questions or upset the nobles may be found here, but only briefly for aquatic monsters are common here and are eternally hungry. Along the broad, well-maintained High Road where the Szul Road branches off, stands the popular walled way-inn known as The Stone Wizard; a statue in its front yard is widely believed to be the worn-down, ancient remains of a mage turned to stone in a longago duel. Whatever the truth of this, the rambling, many-times-expanded establishment has become notorious as a meeting ground for rivals and foes, a place where nigh any behavior is tolerated by the authorities due to the Inn’s reputation as neutral ground. This neutrality makes it a place where gang leaders settle
disputes with each other, Red Wizards not wanting to use magic meet to battle each other by other means, criminals trade contraband, make payments, and forge pacts, and outlanders meet with Thayans who don’t want to be seen meeting with outlanders. It’s rumored that there are tunnels and passages beneath the Stone Wizard, descending from its cellars to unknown depths—and that those dark places include cells where kidnapping victims and stolen goods are stored and the boldest denizens of the Underdark prowl. Aumaund Halarkoun Aumaund’s visage is often described (when he and his agents aren’t in earshot) as bloated like a toad left too long in the summer sun. He has heavy-lidded eyes, cheeks with burst blood vessels, and a crooked nose that has clearly been broken more than once. His excessive dandruff often settles on his expansive paunch after tumbling out of his greasy brown hair and across his shoulders. He became very rich before being appointed to his current exalted position through a combination of his land holdings and his aggressively unsavory rental practices but found a real sense of purpose and pride in being tharchion. He now devotes himself to making Thay ever wealthier and aims to spread its prosperity more widely among its citizens. In contrast to his earlier landlord habits, he busies himself by bettering roads, irrigation, sanitation, stores of cached food and other resources, improving toolmaking works and wagonworks, and so on. He sponsors, encourages, or oversees thousands of projects large and small—and no one else meddles in the lives of the cizitenzry of Eltabbar without him knowing about it, and keeping watch on what they’re doing. Over the years, he has become a shockingly deft manipulator, both covertly and by meeting with others and saying the right things or striking the right small bargains, at the right moments. Very few Thayans like him, but almost all respect him. Heraldry: The badge of the tharch is the Triumph, and represents the wealth, glory, and might of the city of Eltabbar. Roleplaying Aumaund Klarkoun Bond: I have been underestimated my entire life. Despite my ever-growing list of vanquished rivals, it continues to the current day. Flaw: I simply cannot resist delicious cheeses. Ideal: Greed. The most important interest is selfinterest. Only by putting ourselves first can we see to the needs of others. Quote: “I work to make Thay greater every day of my life; those who join me in such work will find me a steadfast ally, and those who do not will find in me something else entirely.” Chapter 3: Points of Interest Gauros, the Wilderness of Thay Gauros (“GOR-ohs”) Population: 28,000 Leader: Haelaedra Kren (LE female human sorcerer) Official Military Presence: Thayan Knights Commerce: Mining, subsistence farming Religious Influences: Gebthant (Geb), Malar, Nesharia (Nephthys), Ramathant (Anhur), Sebethant (Sebek) Always one of the wildest, poorest, and most thinly populated tharches of Thay, Gauros is a border region. The rest of Thay tends to think of it as barren hills, roaming monsters, and a few dirty, backwoods woodcutters and miners eking out hard livings and dying poor and young. The truth is that while Gauros is the wildest region of Thay, it is also verdant and almost completely unspoiled. Its main exports are rough-smelted ingots—primarily of iron or copper—and logs of various hardwoods. Nearly all of its citizens are free, and they enjoy plentiful game and bountiful harvest thanks to the region’s abundant natural resources. Still, most are poor but have little need of coin as they pride themselves on being nearly completely self-sustaining. Gauros is one of the most well-watered areas in Thay, with many springs rising and running to sinkholes, and tiny bogs and swamps beyond number. What it lacks most is flat areas; everywhere the eye looks are hills and more hills, with mountains beyond to the east. Gauros is a place of pragmatism and living close to the land, with most inhabitants sharing a distaste for the energetic intrigues and politics that most other Thayans hold dear. The strongest desires here are to keep Gauros as it is, not let cities and marching undead and lots of slaves and Red Wizards become numerous and dominant. Gaurans even push back against Thay’s plans to “garden” Gauros by planting new trees and shrubs to make the more barren hills yield additional berries and timber, and breed and release animals to make game more plentiful. The Gorge of Gauros is the most widely-famous feature of the tharch; the river is cold and fast-flowing and alive with plentiful fish. In olden times, many gems were plucked out of the exposed rocks of the gorge walls on the dagger-points of casual passersby, but so many were taken that such activities now only reap rewards after one of the infrequent spring landslides. The stumps of several long-abandoned wizard’s towers stand here and there in the Gorge, but these have been thoroughly picked over, leaving behind only the legends of what they once contained. Veteran Thayan soldiers—and, if you can catch them after a few drinks, 37
more than one Red Wizard—will attest that some of the tales of mages’ ghosts haunting the Gorge are true. Most of the ruins in the Gorge that are near the gorge-mouth are the foundations of old mills; one working mill survives, a sawmill that provides timbers to Surthay and Gauran boatbuilders. There’s constant talk of rebuilding one of the stamping mills to crush ore, but it never seems to come to anything; local belief is that Red Wizards dwelling in wealthier tharches want ores smelted into pure metal in their own tharches, so they’ll make the coin and not Gaurans. Perhaps the most famous such ruin is the Falcon Fang, a upjutting rock shaped like a giant tusk, that stands in the hills due east of Gauros Keep, about as far as one can travel before the hills give way to the rising rock flanks of the Sunset Mountains. The Falcon Fang has been a lair of both dragons and wyverns at various times past, and there are rumors of a well-hidden subterranean labyrinth beneath it that have long been used as a hidden brigand lair. These outlaws, it is said, raid the rest of Thay with great care and precision, taking only what they need and keeping as low of a profile as possible to mitigate the likelihood of hostile response from the Red Wizards. Sometimes referred to as “The Quiet Claws,” these outlaws are said to act to discredit or assassinate any Thayan who seems to have decided that they must be eradicated. Gauros is ruled from the frowning stone fortress of Gauros Keep, which features a well-armed and armored garrison of Thayan Knights. However, on their patrols, the Knights keep close to the Keep and seldom stray far from the dirt road linking the Keep with Denzar and the Daggertooth Pass. Haelaedra Kren A disciplined administrator, Haelaedra Kren is consumed by her seething rage. She loves opportunities to let it out in battle and she coldly shuts down anyone with a dissenting opinion with clipped, well-chosen phrases that would make a bard envious. She revels in the creative interpretation of facts but avoids personal insults, choosing instead to deliver a string of accusations that, while factual, may not be entirely true in hindsight when taken at their combined value. As the Gauran saying puts it, “Many a being has been hurled into the sky in small pieces for the crime of coming within the reach of Hunting Haelaedra.” Heraldry: The badge of the tharch is the Konthaunt, or “Tireless Burrower,” and represents the mining achievements of the tharch. Roleplaying Haelaedra Kren Bond: I will outwit and outfight any who seek to take from me what is mine. Flaw: I simply do not respect the intellect of others. I am surrounded by lessers and such is my burden. Ideal: Sophistry. I do not let facts or actual evidence get in the way of a winning argument. Quote: “Lack of control is for outlanders, fools, and the deranged. I hunt the undisciplined for duty—and satisfaction.” 38 Chapter 3: Points of Interest
Lapendrar, the Pulse of Thay Lapendrar (“Lah-PEN-drarr”) Population: 1,006,500 Leader: Dathace Yamraharr (LE female human fighter) Official Military Presence: The Probity Corps; Corps of Thayan Knights Commerce: Cash crops and agricultural exports, durable fine goods Religious Influences: Chauntea, Isharia (Isis), Osirant (Osiris), Ramathant (Anhur), Shiallia Laprendar has always been a popular destination for visiting outlanders. Its cities of Nethentir and Nethjet have always been centers of covert hostility to the Red Wizards and any authoritative rule from elsewhere in Thay. Szass Tam and the zulkirs know this, but have decided to rely on the Probity Corps’ spies, covert assassins, and other agents of quiet warfare rather than to clamp down with military patrols or direct actions by the Red Wizards. Nonetheless, all senior Red Wizards know that “the Neth” (the folk of Nethentir and Nethjet) are a source of trouble with the ever-present promise of a brewing rebellion. Tam’s policies on this region come from his recognition that Thay needs relief valves for wealth and ideas and strivings and influences from outside, both for morale reasons as well as to provide the Red Wizards with a method by which they can acquire exploitable goods and resources. Although any Thayan border port can and does serve this function, the relative isolation of Lapendrar from the wider Realms (as opposed to the southern port cities of Thay) means that outlanders and goods must travel longer distances under Thayan surveillance to reach the Neth cities, and so can be more easily noticed and—if need be—responded to. The eastern uplands of Lapendrar are ranchlands, open country, and small-hold farms. In recent years, Red Wizards have been ordered to work weather magic to provide enough dependable rainfall to keep the land from being parched. This has quelled much of the open mutterings against the red-robed mages or Tam’s rule; most citizens in this tharch are fairly content because they feel they’re largely being left alone and ignored by the mighty of Thay right now—and that’s the way they like things. What they do not want is any open conflict with Aglarond flaring up again, because this will turn Lapendrar into battlefields, mustering areas, and supply dumps, with Thayan armies trampling all the crops, eating all the ready food, and commandeering anything else they want. Similarly, they do not want to foment an open rebellion against the Szass Tam and the zulkirs for these same reasons. The city of Nethentir has always supported a thriving cluster of rival live theaters. The locals have 39
a significant appetite for for tragedies and comedies, and especially savor sharp satires of Red Wizards and Thayan nobles. Nethentans like and frequently buy broadsheets, not just of news and gossip, but poetry and prose; there are even local traders and collectors of the written word. The city is a center of glass-blowing and staining, and of finework wood-carving and carpentry. The rival city of Nethjet has always been a center of innovation and mechanization. The city’s residents have a love of assembly line processes and the creation of jigs and forms to assist with repeatable tasks. Fortunes have been made and many usefold household items that can be readily sold have been produced in Nethjet. It is also a place of workers’ cabals, silent “disappearances” where unwanted individuals get strangled or drowned and then rendered down into locally-produced preserved food for export, and quiet local mercantile feuds. Dathace Yamraharr Dathace Yamraharr has chalk-white skin and bloodred eyes framed with thick black hair, which, when combined with her short stature, commanding voice, and powerful presence leave her visitors with few reactions other than “powerful.” She is a farsighted schemer, and a superb actor; she delights in using her skills as a wily diplomat. She makes as few enemies as possible, attentively obeys Szass Tam, and pursues no ambitions of her own. She is a collector of magic items and has a special fondness for items from outside the Sword Coast region. Some say that this is due to her bloodline coming from some far-off land, while others assume that this is because she secretly fears the Red Wizards and simply wants to be able to survive any and all potential disagreements with them. She is a capable fighter with a preference for throwing knives and darts. Heraldry: The badge of the tharch is the Parommul, or “Great Bounty,” and represents the abundant crops of the tharch’s farming. Roleplaying Dathace Yamraharr Bond: My loyalty to the great nation of Thay is unwavering. Flaw: I have a weakness for the exotic and rare. Ideal: Patience. Too few recognize the value of a measured and well thought out response. Quote: “We should all collect more friends in life, individuals we can trust. How can we come to trust each other?” 40 Priador, the Jewel of Thay Priador (“PREE-ah-door”) Population: 96,500 Leader: Olone Dieyamron (LE female human wizard) Official Military Presence: The Water Fist, Thayan Knights Commerce: Cash crops; Local retail Religious Influences: Nesharia (Nephthys), Valkur, Umberlee, Waukeen Priador is the most-recently founded tharch and is just over a century old. Originally consisting of just the city of Bezantur, the region was eventually expanded to encompass the surrounding coastal area as well. The tharch is now largely comprised of low-lying, cool-climate grassland rolling plains, verdant and green. Vegetation of all types flourishes here and has given rise to the Thayan saying “Things grow with the blessings of all the gods in the Priador.” This combined with three thriving port cities collectively called by some sailors of other lands “the Jewels of Thay,” has made Priador perennially one of the most prosperous parts of Thay. Much of this tharch is wilderland little touched by human alterations. Scores of Red Wizards claim parts of it, and many of these holdings consist of markers, fences, small private compounds, and lots of open land roamed by monsters captured and collected by these mages for use in arcane magical experiments. The monster presence restricts Priadoran citizens to the tharch’s sole town of Anhaurz and its three cities, which are now all walled against marauding monster raids: Bezantur, Murbant, and Thasselen. As a result, some Priadorans feel spurned by, or at least cut off from, the rest of Thay. This has resulted in them resenting the authority of the Red Wizards but they’ve learned to do so silently. The brightest of the Jewels of Thay has always been Bezantur, known throughout Thay as “the heart of Thay” because it’s where fashions are often set, where before the rise of the Red Wizards the nobility met to make pacts and decide policies, where in older times the largest slave markets were located, and where the makers of early Thayan culture were centered. Many bards and traveling merchant tale-tellers are also swift to point out that Bezantur is a place where any vice or depravity one can imagine can still be indulged in “given the appropriate loosening of both morals and purse strings.” It was also the center of early Thayan religion, which earned it the title of “the City of a Thousand Temples.” War or peace, good times or bad, Red Wizards or Szass Tam or not, Bezantur has been ever prosperous and has always flourished. It has grown in Chapter 3: Points of Interest
size and architectural magnificence, its older buildings being torn down and newer, taller ones put up in their places. As a result, it looms impressively (or forebodingly, depending on one’s point of view) no matter what direction it is approached from. Bezantur has always been in love with the new, and it shows. Bezantans buy new clothes constantly, and new furniture often; they are among the few city-dwellers in the Realms to move to different domiciles frequently, almost always after purchasing a newer, grander residence or having one built for them. The city of Murbant is surrounded by the largest Red Wizard estates, and has been called “the home of smugglers, traffickers of all types, and reeking fisherfolk,” a dismissive reputation that has stuck. Most Thayans of every tharch save perhaps Gauros like to look down on Murbant, the “Tainted Jewel.” Some of the city’s smugglers deal in kidnapped Thayans being rushed out of the realm while it’s rumored that others specialize in capturing roaming beasts of the Red Wizard menageries, sailing them covertly and hastily elsewhere for sale in places like Chessenta, Westgate, or Sembia. The city is known for the many amethyst-hued domes of its homes that dominate the cityscape; local buildings are almost all domed and sport large oval windows. Thasselen’s main site of interest to outlanders is Galauntowers, a mansion made over into six luxurious suites, but now abandoned thanks to a deadly spell-duel involving multiple mages and some strong local ward-spells that got twisted in the fighting, so Chapter 3: Points of Interest that monsters controlled by the mages—and, some say, the ghosts of apprentices slain in the fray—now appear and disappear at random within its halls, stuck eternally in their cycle of casting, attacking, and falling in combat. The flickering, failing wards also disgorge dangerous magical discharges from time to time, without warning, and of course there are treasure-tales and wild stories of all of this magical mayhem being part of some grander scheme to lure outlander mages and Red Wizards alike into the clutches of whoever’s in hiding and directing the wards as their own private magical weapons and outreaching arms. Olone Dieyamron A brilliant and creative spellcrafter, Olone Dieyamron is a very shrewd judge of character. She maintains a large and expensive network of spies throughout the tharch as well as in important social and political circles across Thay. She aims to keep herself abreast of the latest intrigues, shifts in power and influence among Thayan cabals, and new business opportunities. She is genuinely dedicated to making Thay better for all, believing that making the poor wealthier will lead to spending and prosperity for the entire country, instead of the lofty few. Olone has no interest in becoming a Red Wizard, with all of what she sees as “their haughty blindnesses to the world as it really is,” and has a great interest in working with outlanders in Thay, as she believes that far too many of her fellow Thayans ignore or dismiss the wider world. She will happily hire, work with, and even genuinely befriend 41
outlander adventurers, whereas most tharchions and their autarchs view outlanders—adventurers in particular—with suspicion, as walking sources of trouble. Heraldry: The badge of the tharch is the Taerlvhond, or “Three Jewels,” and represents the three port cities (“Jewels”) of the tharch. Roleplaying Olone Dieyamran Bond: There is a solution to every problem. I have dedicated my life to applying reason and logic to challenges in order to make the world a better place. Flaw: I cannot abide inactivity. If I am not busy, I am very unhappy. Ideal: Ingenuity. Most of Thay’s troubles come from hidebound thinking, stuck in the past. We need innovative solutions. Quote: “This is a time of opportunity across Faerûn, and we in Thay very much want to be a part of it. Not to mention showing all the world how wealthy and comfortable the lives of even the lowly can be if we choose the right paths forward.” Pyarados, the Bright Heart of Thay Pyarados (“PIE-arr-AH-dose”) Population: 84,000 Leader: Ortraun Naumarkh (LE male human fighter) Official Military Presence: The Probity Corps, Thayan Knights Commerce: Caravan traffic, cash crops, metallurgy Religious Influences: Gebthant (Geb), Helcaliant (Horus-Re), Malar, Nesharia (Nephthys), Waukeen This tharch is full of rolling hills that are patrolled lightly from the city at its heart for which the entire region is named. Pyarados the city is what it has been from the start: two distinct cities, one a slowly-growing ring around the other. As it has been for centuries, the city remains sharply divided. The seat of power and local governance is the interior city, with tall, reinforced walls; it is clean, ordered, and luxurious, with wide avenues bordered by manicured parks that sprawl everywhere. The grounds of noble homes and Red Wizards’ mansions maintain aggressively respectful separation so that no great house is close to another. Every such home has its stables, and lanes, and orchard-lined gardens and bowers, usually with fountain-fed pools. They give way to a narrow ring of balconied tallhouses around the inner wall. The wealthy and well-to-do merchants live in this crowded splendor as houses are scarce, fiercely sought-after, with most being purchased or otherwise appropriated 42 by the nobles and Red Wizards immediately. In all, some four thousand souls dwell in “the Bright Heart.” Six gates pierce the walls, spoking major streets into the outer city. This outer ring of Pyarados is much larger than the Bright Heart and is ever-expanding, spilling outside the outer city walls to the east as opportunity and resources allow. The autarch of the city, a veteran soldier named Ularth Haeraundor, uses his soldiers to forcibly prevent any attempts to build to the west, southwest, and northwest, as this is fertile land needed to feed the city. Most farms in this tharch are in its westernmost lands, and are owned by the realm rather than a farmer or landholder; the farmers pay annual rents to work them. This outer ring of Pyarados is the Grimshield (just “Shield” in daily local speech) and is a dirty, crowded slum of unpaved, muddy winding alleys, ramshackle buildings that often collapse or lean groaningly against neighboring buildings, and lawless, grinding poverty; children scramble along the rooftops hurling stones at “dungbirds” (pigeons, as they’re known in the Sword Coast). Many of these children behave as urchins, some rightfully so, and seek anything of value they can use, trade, or sell. Gangs roam the streets in the dark hours, battling each other for supremacy and a chance to raid any outlander goods left too lightly guarded. Justice in the Shield is still a matter of cudgels and swords, on the streets, not trials; trials are for the people of the Bright Heart and are rare even there, where quiet backroom deals settle most disputes, and the autarch exiles many unless overridden by the tharchion. Roughly sixty thousand folk dwell in the Shield, but no one properly counts “dirty Shielders” because to be counted is to be taxed, so the autarch really only knows the approximate count of how many building owners and official renters live in the outer part of his city. For years, Pyarados was sneered at by the rest of Thay as “where the thicknecks dwell,” and was viewed as a place of coarse untutored folk who were desperate enough to be readily hired as grunt labor. The city was—and still is—a base for prospectors and miners seeking to find gems and metal ores in the mountains, and for hunters and adventurers exploring the hills and heights and the wilderlands beyond. The mountains remain untamed and teeming with game, with more than a few prowling monsters as well. Several large veins of gems and precious ores have been discovered here recently, and it is home to numerous fortified, always-busy smelters in the foothills to the east of the city. The Red Wizards take great interest in the smelters and their operations and maintain a close watch over them. Local merchants have to claw and grasp and scramble to make their fortunes and learn very early on to keep their mouths shut and Chapter 3: Points of Interest
leave politics to those that active play in those cloakand-dagger games. Laborers learn that if they want to eat regularly, let alone live in any sort of comfort and dignity, they have to go elsewhere and forge lives away from this harsh backwater. Some interesting sites in this tharch are Redfist Tower and Laumauntor’s in the city, and the abandoned, reportedly haunted smelter of Hurrkeep, in the foothills a day northeast of the city. Redfist Tower is the main soldiers’ barracks and the abode of the autarch of Pyarados. Its name comes from the red stone it is built from, which was long ago fused together through enchantment and artifice so as to have a hard, glass-like nigh-unbreakable outer shell, and from its shape: the squat tower bulges at the top into two wider floors that house the autarch and his household, combined together, these elements look like a fist atop an upthrust arm when viewed from some angles. It’s pierced by the Red Gate, the largest gate in the inner city wall, that carries a wide avenue named Rauntar’s Way straight east to an outer city gate. Unlike the muddy and hole filled lanes in the rest of the Shield, Rauntar’s Way is a carefully paved and well-maintained street. City soldiers forcibly keep the Way clear of vendor wagons and squatters so there is always a clear and ostensibly secure swift route through the Shield. Redfist Tower has a dungeon beneath it, and local tales insist strange monsters are locked up in it, not just miscreants. Legend insists that treasure is hidden within the halls and walls of Redfist Tower, put there by autarchs who ran afoul of the wrong Red Wizard and ended up too swiftly dead to ever retrieve it. Laumauntor’s (“Law-MON-tor’s”) is a rambling, dimly-lit, dirty labyrinth of a tavern in a dark corner of the Shield, a place where the ceiling sags in many places and gets “fixed” by hammering a log into place as a temporary prop that becomes as permanent as anything in the place. Some call it “the Muttering House” due to the ever-present, droning sound of a myriad of quiet conversations that take place here at all hours. Laumauntor’s never closes, so it serves as a home for the homeless and as hiring-fair for adventurers or anyone willing to do shady work. Everyone in the Shield knows where Laumauntor’s stands but few know that Laumauntor became a lich long ago; the wizard stays in hiding, sending out floating apparitions of himself to talk to clientele or more often just spy on them from the darkest shadows. Hurrkeep takes the form of a now-roofless, half-collapsed stone castle tower with attached rampart that once enclosed ingot sheds (roofs over the in-ground dirt molds the smelted metal was poured into, to form wagon-sized ingots whose weight and bulk cut down on casual theft) that have long since utterly collapsed. 43
Hurrkeep still has cellars beneath it, where the actual smelting was done, but it was abandoned during the raging height of the Spellplague when lurking monsters of the Underdark broke up into the cellars from below—and the resident Red Wizards were too crazed or mind-melted from the blue fire to effectively fight them. Those who didn’t flee fast enough perished horribly, and the denizens of the Realms Below took over Hurrkeep. Later, when Red Wizards sought to retake the place, no trace of them could be found, but the monsters attacked without warning whenever the smelter’s workers were weakest, slaughtering them time and again, until the remaining Red Wizards refused to work at Hurrkeep and it was abandoned for good in favor of larger and safer smelters elsewhere in the tharch. These days, outlander adventurers are the most common visitors, and fresh rumors of treasure hidden in Hurrkeep attract more hopeful challengers whenever the supply of edible opportunists dwindles. It’s doubtful any of them are true beyond a few coins and enchanted rings scattered as bait, but adventurers are too often optimists to stop coming. Ortraun Naumarkh A stern and humorless former soldier, Ortraun Naumarkh’s shrewd mannerisms are well known throughout Pyarados. He abides by and delivers clear-cut orders and expects them to be followed to the letter, and possesses a drive to maintain order for Thayans over outlanders. Brigands, criminal gangs, and invading armies are unwelcome and historically unsuccessful in the tharch under his hand. He is seldom seen out of his armor and is rumored to never sleep, instead spending his life attentively watching over his patrols and receiving reports from his spies. With his drive for efficiency there is little to no room for corruption among those he employs. He sees adventurers not as troublemakers but instead as a necessary relief valve in Thayan society. He delights in using adventurers over native Thayans in “fighting at the fore” against monsters, gangs, rogue wizards, other adventurers, and any foe that will take too high a toll of his precious soldiers. Naumarkh never forgets a face, a name, or an indiscretion, and is very good at anticipating alliances and schemes, and sending troops and spies to the right spot, at the right moment, to thwart them or at least see what unfolds, so he knows what’s happening in the darkest shadows of the Shield, and the most remote valleys of the mountains. Slow to anger, but patient and never gives up—so, a formidable and dangerous foe. Heraldry: The badge of the tharch is the Saarkatath, or “Red Fist,” and represents the city of Pyarados itself. 44 Roleplaying Ortraun Naumarkh Bond: Harnessing and controlling the chaos of the wider world is what motivates me every moment of every day. Flaw: I delegated an important duty to an underlying once. It resulted in disaster. Never again. Ideal: Obedience. There is an order to the world. It is important that everyone fully understands their place in it. Quote: “Be vigilant, be tireless, relax never, and obey orders. I do, and if more did, there’d be a lot less trouble in the world.” Surthay, the Absence of Thay Surthay (“SUR-thay”) Population: 62,000 Leader: Azaelra Odesseiron (LE female human wizard) Official Military Presence: The Water Fist, Corps of Thayan Knights Commerce: Caravan traffic, fishing, subsistence farming Religious Influences: Helm, Ramathant (Anhur), Malar, Sebethant (Sebek), Tempus This tharch, a strip of poor-soil hill country between the northern edge of the Plateau and Lake Mulsantir, has always been Thay’s military “wall of ready spells and swords” against its longtime foe, Rashemen. A “heavily-patrolled waste” was how one visiting merchant accurately described this region, and although this description is more than a few decades old, not much has changed. The frequent patrols find their base in the remains the fortified city of Surthay itself, a walled settlement that grew around the original castle of Surthay. This muddy city was a home for fisherfolk supplying the kitchens of the castle with fresh lake food. Surthay has always been squalid and reeking of decay; a sandbar jutting east to enclose and shelter an arm of the lake forms an excellent natural harbor for small craft but no currents or other water movements scour out this backwater except during the most violent storms, so it stinks of all the dying plants and fish that rot in it. Aside from these fishing boats, no Thayan vessels ply Lake Mulsantir so Surthay has never had any sort of real port facilities. There are many mud flats where fishing boats can be careened and moored against rising tides, rising to bare rock outcrops where nets are spread to dry and for repair; a visitor may look in vain for wharves and warehouses. Still, the creatures in the mud flats and the lake, from large crabs to eels Chapter 3: Points of Interest
to curiously shiny small fish, are all quite delicious and require only minimum seasoning or treatment prior to consumption. The city of Surthay today consists of three very different parts: “Westsulkh,” a dirty, crime-ridden shantytown that’s home to fisherfolk, poor Thayans who’ve fetched up here because they could find no better place to live in the rest of Thay, and a few outlanders who fled from justice or feuds or debts elsewhere; the frowning, mighty, many-towered fortress of Surtowers rising like the brutal stone prow of a huge ship in the center, pointed north at Rashemen and bristling with catapults, trebuchets, and ballistae; and “True Surthay” to the east, a district title self-bestowed by local Mulan nobles who dwell in a luxurious maze of walled mansions and the two-comfortable-coach-width lanes that curve between them. Among the nobles dwell the local Red Wizards of Surthay, with many of them being skilled abjurers. Dung- and refuse-heaped mud flats separate Westsulkh from the mouth of the River Thay, which has its ship jetties to the south, well inland to keep them out of easy reach of raiders from Rashemen. Walls and patrols keep the Westar from those jetties, and their slum from expanding to engulf them. The river separates Westsulkh from the real reek—and very real perils—of the vast, trackless swamp of Surmarsh. This sinister wetland has always been a maze of bogs that can swallow and drown entire teams of horses and oxen, and clumps of ground dry enough to support trees that the swamp cannot drown, so a canopy of tree leaves and hanging vines shrouds much of the swamp in permanent gloom; the trees and grasses that are often as tall and thick as stands of bamboo provide ample cover for even large and fierce swamp inhabitants like black dragons, lizardfolk, otyughs, ropers, and a coven of green hags. It’s said in Westsulkh that the green hags invite and control a succession of black dragons to lair in the Surmarsh, maneuvering the wyrms into confronting and fighting formidable intruders. Nonetheless, the swamp has always been a magnet for Thayans—nobles, and wealthy, successful merchants who like to behave like nobles—who love to hunt and bring back monster trophies. It is said in Westsulkh that the hags keep score, desiring to take a greater toll of hunters than the hunters take of their “beloved beasties.” As the tharchioness must pay for food supplies sent to her tharch, Surthay is often a hungry city; the wealthy and powerful know to maintain their own larder-cellars, and the soldiery often eat the castle stores and the shelves of all food shops bare, leaving the poor of Westsulkh to fend for themselves, from what Chapter 3: Points of Interest the fishing-boats bring and what can be gleaned wild from the fringes of the Surmarsh and from the bleak hills of the rest of Surthay. The sandbar and mud flats do yield clams to those who don’t mind getting really filthy and risking potential death by drowning while digging for them. Locals soon grow used to the ever-present stench of the Surmarsh and lose most nuances of their sense of smell. Although the Red Wizards work minor weather magics to divert the breezes north out over the lake, disease-carrying stinging insects plague the city. Thunderstorms often rage in spring and fall, humidity makes the city nigh-unbearable in high summer, and winters are both damp and cold. By pitting the poor and the fisherfolk against each other in feuds her spies and covert agents promote, the tharchioness keeps crime in the city personal and low-level rather than the more complex intrigues that plague the other tharches. Still, torture and casual murder is far less common than it once was as the tharchioness tends to personally kill any who dare to commit these acts in her tharch, so most crime is of the “snatch goods and beat those who object” variety. Surthay is a frontier backwater that the rest of Thay ignores as much as possible; it’s sometimes said to be “a good place to exile someone to.” It doesn’t produce enough food to feed itself, let alone ship anything to rest of Thay; what little it does export (often stolen Thayan goods to Thesk) is usually traded for more and better food than can be gleaned or grown locally. Aside from the notorious Surmarsh, sites of interest in this tharch include the Lost Spires and Duskur’s Cave. The Lost Spires are the ruins of more than a dozen overgrown, long-abandoned mansions overlooking the mouth of the River Gauros, in easternmost Surthay. These monster-infested, once-grand complexes were built by Red Wizards who eventually grew tired of defending and rebuilding them against brigand raids, Rashemi invasions, and the occasional hunting black dragon from the Surmarsh. They can readily be found from afar thanks to the few slender, spire-topped towers among them that haven’t collapsed and fallen yet. These have their lingering tales of hidden treasure stolen from Thayan nobles and magic snatched from Red Wizards. What is known is that certain Red Wizards from time to time use their spells to transport themselves for covert face-to-face negotiating meetings in the upper rooms of these towers where none will overhear. These spur fresh rumors that they leave cryptic messages and valuables in those lofty chambers for others to retrieve. 45
Duskur’s Cave is one of many narrow clefts in the north face of the Plateau and faces Lake Mulsantir. Most of these are dead ends that serve as temporary lairs for brigands or for trolls, leucrotta, and other opportunistic monsters, but one of them—and Surthan can never agree on just which one—has a small, unassuming-looking side-crevice that makes a few sharp turns and then descends into the upper reaches of the Underdark. Duskur was a Thayan merchant whose head was eaten by one such monster, but in Surthay there are frequent rumors of local merchants who’ve retained their heads thus far and have dared to establish regular trade expeditions with denizens of the Underdark. Azaelra Odesseiron A slender, cold-eyed, blonde woman of middle age, Azaelra Odesseiron wears a habitual frown. She is a shrewd and ruthless strategist who looks ahead, always planning for the worst. Calm under pressure, and swift to act, she comes from a long and proud lineage of Thayan nobles but spent her youth as a rebel and an adventurer. Unlike her few surviving kin, she has known hunger, the pain of wounds unhealed, and hardship. Nothing scares her, and her every decision, word, or act is for her own survival first, obedience to Szass Tam second, and the betterment of Thay third. Nothing else matters; she doesn’t care what others think of her, and if someone is trying to ambush, swindle, or frame her, she’s usually a step or two ahead of them— as half a dozen Red Wizards have learned across the years. These days, the wearers of red robes don’t like her but they do respect her as a solidly competent administrator who can be worked with by all who put Szass Tam and Thay first. She has no ambition to supplant any Red Wizard, and no interest in wider politics in Thay unless wider issues in Thay take an interest in her. Azaelra has none of the haughtiness of most nobles and deals with outlanders, brigands, the poor, and the high and mighty alike; as equals who must bow to her will if they are to remain in her tharch. As Surthans are wont to say, “She sees through deceit before you commit it.” Heraldry: The badge of the tharch is the Taerlvrath, or “Three Strivings,” and represents three major activities in the tharch: fishing, agriculture, and defense of Thay. 46 Roleplaying Azaelra Odesseiron Bond: I will face all challenges with pragmatism to ensure both my self-preservation as well as for the betterment of Thay. Flaw: I have a profound weakness for sweets and candied delicacies. Ideal: Discipline. Through vigilance, forethought, and anticipation, the strong can control many of the chaotic and dangerous variables that plague lesser people. Quote: “I rule here—not for me, but for Szass Tam, and the betterment of Thay. Which is the same thing if we see clearly and serve loyally.” Chapter 3: Points of Interest
Thaymount, the Height of Thay Thaymount Population: 21,000 Leader: Eldroun Myrantar (NE male human fighter/sorcerer) Official Military Presence: The Probity Corps, Thayan Knights Commerce: Mining, local retail, general exports Religious Influences: Helcaliant (Horus-Re), Osirant (Osiris), Tholaunt (Thoth) The highest-elevation tharch in the realm, Thaymount consists of the Ruthammar Plateau and a range of volcanic mountains that rise up from it; collectively, they are referred to as “the Thaymount” or “High Thay” when speaking of the entire, larger region. In the past, much of this area served as the homes and training-grounds of Thayan legions; reinforcements were drawn from them whenever needed for Thay’s many wars. Other than that, the tharch was largely wilderland, save for a few army-guarded gold mines along the southern edge of the plateau. However, this region was rapidly transformed after Szass Tam chose to dwell and rule from here. Szass Tam’s presence meant that the zulkirs of the realm soon maintained residences in Thaymount and spent most of their time there. So too did the most ambitious and powerful Red Wizards beneath the zulkirs, for fear of being sidelined, demoted, or simply ignored. This in turn attracted lesser Red Wizards, noble families, and even the wealthiest priests of Thay, all of whom established estates in High Thay, transforming the barren foothills of the mountains into terraced gardens around palatial mansions. From the lower reaches of this heart of luxury and spreading out over the plateau is an ever-growing patchwork of more extensive estates. For those not active in the daily governance of the realm, abodes in this tharch tend to serve as refuges from city residences, especially in the hottest months of each year. Most Thayans prefer to be city-dwellers, and return from their luxurious Thaymount villas and surrounding manicured estates to the bustle and crowding of their favorite cities whenever they can. With the coming of the mighty to this tharch came security; soldiers patrol the heights along the edge of the plateau often. All outlanders and most Thayan slaves and commoners are forbidden to enter this tharch unless accompanied and watched over by a Red Wizard, and even Red Wizards seldom visit this tharch unless summoned or on specific missions. An outlander traveling alone who doesn’t look like someone’s bodyguard on an urgent errand, or any Chapter 3: Points of Interest group of armed outlanders on the move, is going to attract attention in Thaymount—and can expect to be challenged sooner rather than later. Some of the surrounding volcanoes are still active and gift the region with frequent earth tremors, smoke plumes of various sizes, and the occasional sulphurous stinking wind, though full eruptions are rarities. The entire region is arid and barren due to ashfalls but outside of this immediate space, Thaymount consists of verdant grasslands, dotted here and there with pine forests that were once far more extensive. There are a few towns and a handful of small, nameless settlements here and there across High Thay, where commoners dwell and farm to supply the estates of the nobles and Red Wizards, but no cities. The mighty of Thay haven’t yet expanded their holdings into the northeastern part of the tharch which remains wild. This Wild High is roamed by gnolls, orcs, and a few goblins; these beings forage, farm, and hunt, keeping well away from the humans—for to be noticed is to be captured and forced into service in the armies of Thay, gaining regular food but losing all freedom, and enduring harsh and constant discipline. All around Thaymount, the rising flanks of the plateau are honeycombed with now-abandoned caverns and passage networks that once housed Thay’s armies. The soldiers now dwell in similar tunneled accommodations in the sides of the Thaymount range itself. Gnolls, darkenbeasts, and captured monsters inhabit caverns on the north and northwest flanks of the mountains, where humans are few. Highly trained, well-equipped orc and orog soldiers of the foremost legions among Thay’s armies dwell in passages and caverns on the south and southeast sides of the mountains, ready at hand to defend and be commanded by the zulkirs and Red Wizards, not to mention the High Regent. Weather throughout this tharch is strictly controlled by weather spells worked by the Red Wizards; they keep everything well-watered, but restrict almost all rainfall to nighttime, to discourage illicit activities and to keep the daylit hours dry for the enjoyment of, and full use by, Thay’s wealthy and powerful. The rivers Eltar, Lapendrar, and Umber all descend from the soot-covered glaciers of the Thaymount peaks, and deep volcanic rifts serve as forges; the smiths dwell where they work, in chambers flanked by the barracks of soldiers assigned to watch over them for any hint of treachery. Red Wizard spells whisk air to the “hammering floors,” and carry harmful gases away to vent into the skies above the peaks. These mountains also hold spellcasting chambers for Red Wizards to practice and experiment in and the private fortresses of certain zulkirs; lesser Red Wizards have been banished from the mountains and forced to build their towers on the grassy plains of High Thay. 47
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Szass Tam rules from the Citadel, located within one of the highest peaks of Thaymount, slightly south of the midpoint of the range. It long ago expanded into worked-out gold mines immediately south of it, in the mountains; the mines worked today are along the southern edge of High Thay. The Citadel is an ancient stronghold of tunnels and subterranean chambers, encircling the caldera of an extinct volcano. These subterranean spaces have been much enlarged by Szass Tam—sometimes unintentionally, when spells he was experimenting with in deep caverns went awry, blowing apart huge areas of bedrock. The Citadel is now Szass Tam’s “ruling castle” even though it lacks towers and magnificent chambers of state, and its defenses are almost entirely the undead that crowd it. Red Wizards attending him here are well aware that powerful, foe-smiting “hanging spells” cast long ago lurk everywhere; Szass can trigger any of them in an instant, even when his attention seems to be elsewhere. Passages descend from the deepest halls of the Citadel in two directions: north under the mountain range to the Doomvault, and south to a gigantic cavern that thrums with crackling blue fire, and houses a floating rock of immense size that is rumored to be larger than many fortresses. This floating rock is the greatest secret of Thay: the Athora, a rock that also happens to be a mighty node of magic, a source of magical energies so strong and restless that it has made the mountain, and much of the plateau around it, radiate strong magic. Its presence makes sentient creatures born and living in this tharch for long periods have an increased aptitude for the Art, or even spontaneously exhibit innate magical talents. The Athora continues to make Thay a source of wizards, a land of magic to rival Halruaa. It’s said the stone is a sacred thing whose purpose is known exclusively to the goddess Mystra and Szass Tam, and that he often visits it, to stand fascinated or to “renew himself” when weak or damaged or uncertain, but dares do no more for reasons known only to himself. The Doomvault is the creation of the now-dead Red Wizard Kazit Gul, whose fascination and life-work was to explore and study the most famous and deadly dungeons of Faerûn. Eventually he began constructing his own vast labyrinth beneath Thaymount, and made himself a lich in order to finish his work. He constructed features of the Doomvault, and applied enchantments to it, to lure adventurers so he could devour their souls to empower his phylactery. Today, the Doomvault remains a dangerous, trap-filled labyrinth defended by Red Wizards, golems who obey them, resident undead, and various bound and unleashed monsters. Certain Red Wizards in every military fortress across Thay know spells that can teleport hostile intruders—such as adventurers—into the Doomvault. Chapter 3: Points of Interest Today, Thay’s economy is underpinned by the vast amounts of gold coming out of a huge deposit, the Fist of Gold, underlying the central southern edge of High Thay, just north of the lip of the Second Escarpment. Guarded not just by soldiers and undead, and mined by tireless undead with only a handful of Red Wizard overseers, the gold mines are covered by seven low, squat fortresses, each concealing the headframe of a shaft sloping down into the Fist. The crushing and smelting are done inside these strongholds, and massive conical gold ingots the size of an adult human are shipped out of the mines through tunnels under Red Wizard guard. Slag and rubble are simply tipped over the edge of the Escarpment to rain down onto an ever-heightening pile below in Lapendrar. Caverns in the Citadel contain more smelted gold than humans have seen across all the rest of Faerûn, as Szass Tam releases only what is needed to keep Thay well-to-do, not wanting gold to become too abundant and so lose its value. Eldroun Myrantar A thin-lipped, cold, and vicious man of few clipped words but many grudges, Eldroun is known to be malevolent and sadistic. Many Red Wizards believe that his grasp of reality is not as firm as it was, but he is fanatically loyal to Szass Tam. He devotes his days to his work which consists of overseeing the gold mines, keeping track of all intrusions into the tharch from outside, and keeping discipline among the troops, Red Wizards, and clerks and scribes of Thay’s government; he does this so well that even the most veteran orcs fear him, and theft, corruption, and violence are all kept to a minimum because “Myrant the Tyrant sees all and punishes more.” Eldroun enjoys inflicting pain, often with a metal-spiked whip, which he tests on himself, publicly, before lashing a miscreant. He is paranoid about the tharch’s security and assigns spies to watch all outlanders whose presence comes to his attention—and spies to watch those spies, for he will assume outlanders are foes of Thay, and will detect and slay spies, so there must be layers of spying on them. Heraldry: The badge of the tharch is the Vor, or “Heart (of the Realm),” and represents the mountain at the heart of Thay (i.e. the tharch). Roleplaying Eldroun Myrantar Bond: The daily prospect of rooting out thieves, spies, and the envious in Thay gets me out of bed each morning. Flaw: My desire to inflict pain has resulted in a few poor decisions, but whatever. Ideal: Sadism. It is not just for breakfast. Quote: “You’re right to fear me. I’m watching you.” 49
Thazalhar, the Future of Thay Thazalhar (“THAZ-all-har”) Population: 14,000 Leader: Yaelend Hulthroun (NE male human fighter/sorcerer) Official Military Presence: Thayan Knights Commerce: Caravan traffic, sporadic inns, subsistence farming Religious Influences: Malar, Osirant (Osiris), Ramathant (Anhur) The southernmost tharch of Thay, Thazalhar is essentially a border defense region. It is hilly countryside, patrolled by mounted soldiers as commanded by Yaelend Hulthroun, the tharchion. It has no cities and no named settlements on maps, and its population consists of a handful of roving shepherds and their flocks, a larger handful of innkeepers and horse- and oxen-traders located in individual steadings along the trade roads. There are secret forts in abundance (earthen rings with dugout barracks and stables, and adjacent lookout hills topped by signal beacons), scattered throughout the region. The land is verdant and with almost no local population to regularly forage it teems with game. The land is filled with berries of all types, and nearly all the flora is safely edible. Birds are plentiful and the children in the inns and hill-forts are sent out daily with baskets of stones to fling and bring down enough fowl for stewpots. Traplines around most inn properties, and fishing in local streams (of which there are many; the land is very well watered) can readily feed inhabitants, and even wayfarers can feed themselves easily. Due to its devastation in the Battle of Thazalhar when the demon Eltab was summoned, most of Thay believes this tharch is haunted; after the fighting was done, this tharch was described as “one vast graveyard.” Many Thayan tales tell of “armies of the restless dead” rising out of the soil to march by night, overwhelming isolated homes and even inns, and terrorizing the living who do manage to flee. Heroic travelers claim the truth is different: most see the occasional ghoul or skeleton or three, and not much more. To keep Mulhorand from invading, or any master among the many caravans carrying the exports of Thay south, or imports north, from getting the idea that invading Thay is merely a matter of butchering a few mounted troops with lances and crossbows, Red Wizards regularly send their apprentices unannounced to Thazalhar to spell-hunt monsters, with instructions to “impress everyone but soldiers of Thay, and spare no brigands or horse-thieves.” Which means that spells can be hurled without warning in this “empty” land, especially off the trade-roads. This has the added benefit 50 of also keeping control of what many Thayans refer to as “the Monster Prowl,” an event that sees creatures from the mountains descend upon the lowlands in winter and spring in search of food when their regular prey grows scarce. There is a persistent rumor in Thay that Szass Tam intends to make the graveyard battlefield of this tharch “erupt” with masses of undead, someday soon, and invade Mulhorand with them, “sweeping the living before them, or slaughtering them all.” No evidence has been discovered to support this, so this rumor carries little weight. Yaelend Hulthroun A self-taught talent at the Art who was once just a soldier stationed in Thazalhar, he impressed Szass Tam by defeating a Mulhorandi strike force despite being vastly outnumbered. When Tam discovered Yaelend was a sorcerer, he named him to the vacant tharchionate on the spot. Just as Yaelend’s position as a ruling sorcerer (when so many of his erstwhile peers are wizards) is a deviation from the Thayan norm, so too is the pay that he receives from Szass Tam’s personal coffers: regular deliveries of easily portable and useful magic items. Hulthroun treasures these baubles and trinkets and keeps them hidden as much as possible. He is a diligent steward of the tharch which he firmly believes is “Thay’s tomorrow” and that it will one day grow to expand and annex Mulhorand. Hulthroun is a hardy man, a superb horseman, and has simple tastes. He’s dedicated to defending his corner of Thay and is keenly aware of wayfarers who enter the region, but he doesn’t look down on Mulhorandi or any other sort of outlander. In fact, he treats mighty Red Wizards and dirt-poor laborers alike: as equals. He is, however, desperately lonely, and dreams of someday finding a suitable mate who will ride at his side, the long-haired companion of his dreams. Heraldry: The badge of the tharch is the Novroth, or “Watchful Guardian,” and represents the war-ready border guardianship of Thay. Roleplaying Yaelend Hulthroun Bond: I was often mocked as a child for being strange. These memories fuel my desire to achieve. Flaw: As a young commander, I made a mistake and it cost several loyal soldiers’ lives. I will live that regret for the rest of my days. Ideal: Fidelity. Being true to your monarch is simply an extension of being true to one’s own self. Quote: “Staunch and true am I, and I serve only the High Regent, Thay’s bright tomorrow—as Thay shall be the bright tomorrow for all.” Chapter 3: Points of Interest
Tyraturos, the Bounty of Thay Tyraturos (“Tie-Rah-Tor-Ohs”) Population: 2,770,000 Leader: Elveirhyadra Haundor (NE female human fighter) Official Military Presence: The Probity Corps, Thayan Knights Commerce: Exports including various cash crops, spirits, and finished goods; retail sales; destination travel; banking Religious Influences: Chauntea, Hatharia (Hathor), Isharia (Isis), Osirant (Osiris), Ramathant (Anhur), Shiallia To all Thayans who aren’t zulkirs, nobles, or powerful Red Wizards, this tharch is the heart, backbone, and “big belly” of Thay. Tyraturos annually produces many vegetable crops and copious amounts of fruit in its southern reaches, and is especially known for grain crops that are made into bread, ale, and stronger fiery drinks like bazaedur. Bazaedur is a sweet, jet-black syrupy vintage, beloved by many Thayans but is an acquired taste for most drinkers from other lands. Wagons creak and groan through this tharch day and night, and its toll booths—as its tax stations are known—are populated day and night. An empty wagon may pass for free, but a laden one must pay one silver piece, which they sometimes do with a practiced throw of that coin. Thanks to these regular tolls and the bountiful crops, Tyraturos is quite prosperous, and its current tharchioness makes sure that wealth reaches even the lowliest of residents. Tyraturans are generally contented citizens, who live in a peaceful, orderly, fairly-governed tharch where adventures and bad things happen elsewhere, the roads and even the back orchards are safe by night, and the surveillance of Red Wizards and less obvious spies is happily accepted as the price of such safety. This is the tharch where one can buy anything, or find skilled crafters who—for a price, and when they can finally get to your order among all their high-piled orders—will make something to your own custom design. Skilled glassblowers, masons, dyers, and weavers can be found in abundance, and their workshops are busy for as much of a day and night as they desire them to be. Thay’s economy is bustling and Tyraturos is its engine that makes things, all manner of things, as well as feeding the realm and preparing most of Thay’s exports. The city of Tyraturos was once notorious as a filthy, unpleasant place, but under its last three autarchs and the current tharchioness and her predecessor, sewers have been constructed, roads re-laid, and Chapter 3: Points of Interest many buildings razed and replaced. Moreover, a highly trained and professional city watch has been founded and trained; they are paid well and most strive to become ever-better at their jobs and feel little urge to succumb to bribery and corruption as the rest of the world might know it. The city remains Thay’s third-largest and is no longer one of its most detested. The current tharchioness has worked hard to craft a “social round” of regular revels and street music performances and plays put on at newly-constructed theaters for the city. She and her team even work to organize trips from elsewhere in the tharch to stay at set-price inns and “take in a play and shop for a day,” to the great delight of those Thayans that find themselves gifted with the opportunity. The city of Tyraturos is the best place to seek moneylenders or investors in Thay. Coin is abundant and competition is fierce, and unlike so many other cities and tharches, commerce is not controlled by a few noble and wealthy merchant families who make covert behind-curtain deals to cut down on competition and raise fees and prices. Corruption is the foe of the current autarch, Laheirauna Mraedros (human female fighter and sorcerer; chaotic neutral; flamehaired, curious, and swift to laughter), and in this she is fully backed by her longtime friend and lover the tharchioness. Formerly, Tyraturos was a political battleground between feuding nobles, cabals of merchants backed by a Zulkir, an ambitious Red Wizard, or one of the old and wealthy local non-noble families like the Kaunturs, the Naravens, the Paladreths, or the Yavaunds, but Szass Tam not-so-subtly let it be known that the rebuilding city would no longer welcome such infighting, and they were to relocate their disputes to elsewhere in Thay and treat this city as neutral ground—or else. It only took about a dozen unpleasant public demises before his message was accepted, and the new social whirl captured the support of most of the local antagonists; those who couldn’t or wouldn’t bend withdrew from social life in the city, and everyone else tried to be nice to each other and soon—on the surface, at least—succeeded. Now, the “Peace of Tyraturos” is something most citizens, high and low, prize and fight to maintain. And as a result, trade and commerce has soared, fortunes are being made, taxes are being paid almost joyfully, and “all banners are rising.” Points of Interest The city holds many sites and citizens of interest, but the tharch around it is home to three sites of especial interest: The Hall of Masks in Ankhur, the Loom of Many in Delabear, and the Ring of Wizards on the road between Tyraturos and Solzepar. 51
The Hall of Masks The Hall of Masks is a mansion transformed into a club; the interior is a dark labyrinth of interconnected grand rooms. A few unfortunate stabbings took place here, and now those who enter are searched for weapons and relieved of them, and hands are loosestrapped to waists to prevent stranglings. Clients may pay one gold piece per visit to don one of the enchanted masks that have been collected by the owner “from tombs all over Toril” and wander the rooms. All who put on a mask are guaranteed to have visions that “may entertain, guide, or enlighten as to where the heart’s true desire may be found.” Some of the visions are vividly unpleasant, many are puzzling, and one or two have even driven mask-wearers murderous or mad, but most leave pleased, and some depart inspired, to embark on expeditions or adventures in light of what they’ve just seen. The owner goes only by the name “The Seer,” and says the masks “bear old magics, from realms so long fallen that they’re forgotten” that the gods use “to whisper to us.” She always obscures her face beneath one of her many gold-inlaid porcelain masks, and speaks with a stilted, almost musical Shou accent. 52 The Loom of Many The Loom of Many is a large weavery—a maker of patterned cloth—that can produce dozens of nigh-identical garments in short order thanks to its many mechanical advancements; it sells almost faster than it can produce, as shops everywhere in Thay—and increasingly, all over the Sea of Fallen Stars ports— hunger to get their hands on “multiple garments alike” to sell. The five women who jointly own the Loom have swiftly become very rich, and are using their wealth to become landlords, buying up seedy local properties and building taller, better housing new on the same sites. They’re certain many of their weavers depart to start weaveries elsewhere along the same lines, but they don’t care; they’re too busy and too wealthy to begrudge such doings. The Ring of Wizards The Ring of Wizards is a ring of very realistic stone statues of men in ankle-length robes and pointed hats that stands at the roadside about halfway between Tyraturos and Solzepar. The statues are far larger than even the tallest Thayan, but not so tall as to be giant, and no one knows who erected them. They were Chapter 3: Points of Interest
buried and hidden inside a hill for an uncertain number of years until an attempt to straighten the road and do away with a popular local brigand ambush spot resulted in that soil being dug away and the statues exposed. Upon exposure to the light they spoke, and that property continues to make them a local wonder. Szass Tam has forbidden Red Wizards or anyone else to deface or attack them, attempt to move them, or cast spells upon them, for reasons known only to him. Only one statue speaks at a time, and likely only two or three of them each day; for years now, Red Wizards have been stationed in the Ring to note down everything that is said. At first, they sought to keep all non-wearers of the red robes at a distance, so only they could hear the utterances, but Szass Tam publicly decreed they were to “Let all who wish to hear, hear all they will.” So now, some folk journey to the site, stay for a day or two making notes, then travel back home and sell what they’ve heard. Others visit the Ring on pilgrimages to seek guidance for major life decisions. Some say that Szass Tam himself speaks through the statues, to cozen and mislead Thayans and outlanders alike to do his covert bidding. Others believe that demons are trapped within, while still others firmly believe that the statues do not speak at all and that this is all just a made-up occurrence. Some recent known utterances from the Ring include: • When the tower falls, your best road ahead shall be revealed. • When you see black wings against the sun, it will be time; hesitate not, then. • The third spell shall reveal all. • You’ve grown far too accustomed to smiling falsehoods; time to believe them not. • When the night erupts in hundreds of staring eyes, dream no longer; take up your sword and use it. • Watch for six matched gems, no more and no less. When you see them, slay without delay. • Trust only the silent mage. • In olden days, matched sets of swords were forged for good reasons. • As the realm provides no shortage of fools, always feel free to expend them. • The beasts of the ninth world shall reveal the way. • Six wizards fell, but the seventh, who tricked them all, hides among us yet. • Not in rings, but in wands it lurks. • Ten-and-six poisons shall fail, but one more shall transform but not slay. Chapter 3: Points of Interest Elveirhyadra Haundor A petite, brown-haired, rather plain woman who possesses scowling brows and a black-irised gaze that can become dagger-sharp when she’s irked; a master diplomat and actor always in complete control of her face and voice, who reasons calmly even under intense pressure, and seeks to always do “the right thing,” meaning what will advance her causes and aims in the long run, not necessarily what will win the moment or be the most comfortable or least awkward right now. Szass Tam speaks to her often in guidance, and she is careful to obey him with diligent care. She sees that the High Regent is conducting an experiment in Tyraturos, and wants to aid him in carrying it out, as she genuinely wants life to be better for all Thayans, and believes it will be if this endeavor succeeds. Haundor wants more personal freedom and tolerance for all and hopes that zulkirs and Red Wizards will increasingly turn their attention and efforts to exploiting and dominating other lands across Toril, and employ “lighter hands” at home; Thay should benefit from their energy, not suffer under it, and should rely less and less on slaves (Tam’s undead can provide any grunt labor for dangerous and distasteful tasks). Building social lives and hobbies, and therefore happiness for Thayans is worthy work that can and should be done, and she’s eager to devote her life to it. Heraldry: The badge of the tharch is the Huraunmmul, or “Peerless Bounty,” and represents the food and wine produced by this tharch. Roleplaying Elveirhyadra Haundor Bond: No cause is greater to me than service to my lord, my country, and my tharch. Flaw: I consider outspoken and rabid adherents of the gods to be deluded simpletons at best, or dangerous fools at worst. Ideal: Aspiration. We are defined by our goals and the efforts we undertake to reach them. Quote: “Let us all see more roads ahead, and so find our own way to happiness. Judge others less harshly but obey the High Regent—for his is the guidance we need, not each of us seeking to lord over others.” 53
Shelmazra’s Tour As it would mean the swift death of the infamous wayfarer Volo to show his face again in Thay, we had to turn to a local guide to get useful-for-visitors information about the cities of Thay. We were lucky enough to secure the services of one of the relatively few nonRed Wizards to travel often and extensively in Thay, who was willing to share way-lore with us—for a price. Our guide is the half-elven merchant Shelmazra Hornwyntur, Thayan born, and an influential, rising member of the Ang Harrad merchant cabal. Elminster assures us that while her words set down here may make her seem a terrible snob, she’s by no means as bad as most Thayans of her profession and standing. Here, then, is what Shelmazra passed on to us: Alaoran Not my favorite trading-stop in Thay, what with the choppy waters always encountered when trying to reach it and the everpresent fishstink down by the docks. Be aware that every outlander—and every Thayan mingling with outlanders—at Havandrar’s Haven on Raeldreth is spied on not just then, but thereafter for at least a tenday, wherever they go (and of course longer, if anything suspicious is observed). So prudent merchants who haven’t heaped loyal governing hands high enough with coin to buy a lack of attention to their dealings confine themselves to trading with local Thayans in need of, well, everything, as Alaoran provides its inhabitants with little more than rain, wind, rocks, and fish. So I stay at the only decent inn, the Amaharthond on Wuldragon Way—it’s the highest-elevation major street, winding along the very crest of the slope the city climbs—and meet with local shopkeepers and traders at its rental meeting-rooms or in the upper rooms of the eateries east along the Way, which grow progressively more wretched but also more affordable as one nears the edge of the city. My rule: if the reek of fish from the kitchens greets you at the entrance, turn on your heel and go elsewhere. The best of these dining-houses is Maeryel’s—it has a royal blue door, tall triangle in shape, the only such—and also acceptable are Sarruth’s Table and Balaor’s Blue Goat. Avoid the taverns; sailors are brawlers and loud, coarse drinkers. Pray in your rented room; there are shrines in the tawdry fringes of the city, but no decent temples to be found. Amruthar The Eastern Way is the broadest street through this city, and retains its name between the city walls. Wagons can readily turn on it, and it’s heavily patrolled to prevent anyone stopping a cart or setting up a stall to sell anything; dolts trying to can expect to be set upon with whips by the tharchion’s soldiers. And one can readily see why they do this; in daylight, it’s always crowded. Half a dozen good, though expensive, inns front along it, and the best eateries; I dine there but never seek to sleep, as the rumble of wagons goes on night-long. Threescore superior shops, but all overpriced as they’re the first establishments visitors see, and know it. They’re also the safest to shop at, given all the patrols. For a more restful night, seek the Raethruthond (expensive, but clean and trendy, though they seem to love mauve shimmerweave tapestries far more than I do) or the older and shabbier, but quieter Aunuth’s Rest, both north of the Way on the westernmost of Amruthar’s two main cross streets: Uolauphant’s Ride. Pass them and head out to the end of the Ride, and you’ll find the 54 Chapter 3: Points of Interest
best wagon-rental and hire-stables in the city, side by side: Ralaunthral’s Wheel and Morlah’s Manes and Tails (tasteless cuteness in names is a regrettably widespread failing, these days). Next to the Rest is a bathhouse, Rhaena’s Manypetals, that scents its waters delightfully and welcomes non-humans rather than merely tolerating us as some places do. It provides the nose with some relief from the cattle-stink wafting from the extensive slaughterhouse paddocks north of the city proper. If you want to mix with the nobility, governing officials of real power, or the wealthy and ambitious when you pray, seek The House of Bane Triumphant on Harrath Street, the other main cross street, to the east of Uolauphant’s Ride. All black stone, looks like a castle built to impress with its menace. The eateries: Alkauth’s Flagon if you want to be seen by folk who locally matter; Ordruu’s Welcome for a raucous good time (getting a client drunk, for instance); and Thantil’s Quaff or Bezorlun’s Board for quieter, downscale just good food at a good price (Thantil’s is the more private, if you want to talk about sensitive matters). Amruthar has a good array of wares and plentiful moneylenders, if you take the time to hunt them down. All in all, one of the better minor cities in the land. Bezantur The City of a Thousand Temples remains the center of holiness in Thay for commoners and tourists, which is to say it’s not where upperpriests fight behind closed doors for supremacy and temple policy is decided (that would be Eltabbar), but it’s where one goes to buy prayers and statuettes and holy water and devotional jewelry in bulk; the mercantile heart of Thayan religion. Many of the largest, showiest temples stand along the High Holy Way, which is a long, broad, gently-curving (northwest to east and around to southwest again) street paved with whitestone cobbles. I’m no expert on cobbles, but they crack and crumble faster than the usual darker ones, so repair crews are almost always to be seen fussing with the paving somewhere along it. The other major streets in town, from north to south, are Tasharaka’s Way, Lorlurduin Lane, and Shavrath Street, all of which cross over the High Holy Way, all three bending from northwest-southeast to due east after they do so. Shavrath is where you’ll find all the small, interesting shops “everyone” flocks to, particularly east of the High Holy Way, and Lorlurduin’s eastern end hosts most of the noisiest, dirtiest foundries, smithies, and weaveries. Tasharaka’s is more residential, lined with the walled grand homes of wealthy local citizens—and where you’ll always find a few expensive mansions for rent. Chapter 3: Points of Interest Bezantur is one of the few cities in Thay to welcome and cater to outlanders, rather than tolerating and ignoring them. This can be seen in the friendly attitudes of its shopkeepers and in a tangible way: arkuls. Arkuls are purple banners on poles that have oil lanterns perched atop them that illuminate the banners in dark times, usually located in streetmoots. The banners display a circle of holy symbols to many of the tolerated major gods, and have a local courtier standing under them, who’s there to provide bewildered visitors with directions. Almost all of these pleasant folk—and they are, I’ll give them that—supplement their poor pay by accepting inducements (bribes, but we Thayans hate that word; always call them “inducements”) to recommend specific inns, taverns, jewelers, stables, and local businesses. I’m not so easily bought, but the local shops that most impress me begin with Bethandor’s Rugs, Tapestries, and Blankets (on Shavrath, of course)—top quality and understated designs that please the eye, not shouting one’s gaze into submission, and Bethandor stocks some very large pieces, where other places must custom-order, so you wait. A place not to be missed is Taltyn’s, a gnome-run shop that carries small, metal household gadgets like coffers that hide daggers in their outer surfaces, and wheel-striker tinder boxes for lamplighting, and swivel-trios of hand magnifying glasses, and rooms of similar stuff. I always buy some of their tiny pliers with the chain-cutting blades built in at the joint, and a fold-down clip for holding a torch or wick or candle so one can see what one’s manipulating. I’m told Bezantur is home to some good pet shops that run to large serpents and even larger hunting cats (lions and tigers), but I’ve never been—pets are expensive, and I travel so much I’d almost be forced to neglect them. I always stay at the block-long, redstone Haelhontorh ond (old, haughty, and pricey but worth it), but other good inns include Sussavrel’s House, Yaraetowers, and Miklarra’s Moondoor (very popular with young ladies who like posing in the jaws of danger, being seen with other young ladies, and hiring entertainments of questionable taste—but it has two much quieter rear wings for everyone else, who just want decent service and privacy and a good suite of rooms in which to sleep). At the south end of the city are many small inns that are little better than oversized family homes, varying widely in quality depending on the family, but I’m told some of them are astonishingly affordable, and sometimes give discounts in return for service (a guest helping re-tile a roof, or reset a downspout or recaulk a rain-barrel). Some names I’ve heard are Thrammon’s, Belhrin’s, Kauntlann’s, and Thul Habbadar’s. (There are a lot of folk surnamed “Thul Habbadar” in Bezantur; it must be one of those 55
endless-cousins families—and it’s always pronounced “THOOL Habbah-dar.”) As for eating in Bezantur, if you have coin to toss wildly, no more expensive a good meal can be found than at Arzarael’s Bower—slow service and everything is wildly showy, six or seven wait-staff for every dish that’s brought, but the sauces and side-dishes are to die for, and they roast whole beasts with care and six different marinades and oils. I find that Arzarael’s is for impressing naïve clients, once, and the rest of the time I’d rather eat with less fanfare and purse-gouging, at such establishments as Dazzakhar’s and Touzoon’s Table and even The River Eel, which has a dangerous past as the site of several fatal duels, and so fascinates the young who flock there—but if they have any sense or tastebuds, stay for the superb cooking. And if you want to be seen to kneel to Bane in the best company, the temple to do it in is The House of The Black Hand, newest and most tasteless of the blackstone temples along the High Holy Way (if you find judging tastelessness difficult, it’s on the west side of the street, at the north end). Bezantur  The Redheads. Let me hiss out my hate for a moment, while I find words diplomatic enough… Right. They’re our daily oppressors and exploiters, but our shield and backbone, too. Without them, Aglarond and Mulhorand and the witches of the north and all would sweep down on us and we’d be gone. So we’re stuck with them, for good or ill. Mostly ill. I’d much prefer a Thay in which wizards took orders from our autharchs, and our autharchs obeyed our tharchions, and our tharchions listened to the people. I think all that magic burns out the brains of any mage, leaving only rage and ambition and malice. —A Shopkeeper who refused to give his name, speaking while under the influence of strong drink, in a tavern on Thoalanth Street, Shezind’s Tart 56 Eltabbar The first city of Thay spends far too much time shoutingly reminding you of its status, I find, in part with a lot of heavy-handed “don’t park thy wagon HERE” rules and in part by overpricing everything egregiously, but it does host some of the most impressive architecture in the land. It’s also a city where every hand-patch of ground is paved in cobbles; outside the walls of the compounds of the rich (a few of whom have gardens, but not many) there’s not a tree nor blade of grass to be seen. So the place bakes in the sun. Hence the lavish use of pumped, cascading water and unseencellar-mule-turned fans in the larger chambers of inns, high-class eateries, and a few civic buildings. Eltabbar is also a place swept by fads, as everyone seeks to ape the whims of the powerful, so last season everyone wore brass facemasks in public, the season before everyone waved ornate walking-sticks about as they walked, and this year it’s little bobbing beholder-sculptures dangling from elbow and wrist on fine chains. And every last one of these fads leaves a residue: each time, a few folk cling to them forever-after, so most gatherings of Eltabbrans look like eccentrics have been let out of a dungeon, and haven’t dispersed yet. Rich, well-dressed eccentrics, mind you. Eltabbar is a mix of a crossgrid of slightly-winding but generally north-south and east-west minor streets, cut through by wider radial streets, radiating out from central civic buildings (most of them hollow squares around courtyards), where of old Red Wizards lorded it over cringing minor bureaucrats (these days, Szass Tam thankfully keeps his wizards busy patrolling Thay’s countryside and on specific missions, not nitpicking the clerical functions of taxation and government record-keeping and overseeing granary-stock rotations). The most important east-west street is Harrival’s Ride, and it’s twice the width of most of them and stretches almost the entire width of the city. If you need to rent a palanquin or coach, the best establishments to do so (providing the cleanest and most stylish rides) are clustered at the west end of the Ride; in typically frustating “Elt” fashion, most of the horse-rental stables are clear across the city at the Ride’s east end. The major north-south street is in the east end, crossing all but the southern third of the city, a quarter of the way west from the eastern edge of Eltabbar. It, too, is unusually wide, and is known as Old Crypt Street because its northern end is a necropolis of Chapter 3: Points of Interest
stone mansions that house only the dead—Thayan nobles, fallen tharchions and tharchionesses, and Red Wizards and zulkirs, all in their own personal wagon-sized sarcophagi arranged tastefully around the ornate, silent, dusty mansion chambers. Of old, this district rang to the nightly-shrieks of would-be tomb robbers being torn or hacked apart by guards and monstrous guardians, but these days Eltabbar seems to be running out of reckless idiots. The radial streets are where the best inns, taverns, clubs, and eateries are all to be found, and there’s a glittering array of them, for those with coin to melt in their profligate haste. I’m not such a person, and so avoid most of them, though I have been inside Luth Murleph’s Pride, a gambling club known for its debauchery for hire, extensive wine cellar, and habit of draping everything in rich deep purple draperies and tapestries, with matching carpet everywhere underfoot. It stands on Miirathoyor’s Lane. Around the corner on Murbekh Street is the Kalvondrel, the club for utterly wanton revelry, but the jests about its patrons unexpectedly growing rare skin-molds wore thin many ailments ago, for we prudent folk. My favored inn is the old, dimly-lit, quiet and cozy Elvurturhond on Lyontul Street, but some swear by the haughtier and far more expensive Szeltothur’s Welcome, on Rendrel’s Ride. I dislike loud fountains of overly-scented water, and echoing chimes, and so avoid it and all of the folk who patronize it, who are of the gaily-laughing-at-all-hours-to-show-how-rich-andcarefree-they-are ilk I detest. Eltabbar has many local alehouses for commoners to wearily drink in, and even a few justly better known taverns like Paeral’s Flying Dolphyn on Tul Street and The Iron Tankard on Lazzeyelar’s Lane, but I find them all too noisy and crowded for talking trade, and so take my libations with platters of fine roast boar or cardrauth at the better eateries of the city. Again, there are haughty and overly priced establishments like Three Black Plumes on The Street of Seven Statues (where once seven zulkirs were sculpted in stone at twice life size, ere someone devised a spell that turned one of them into deadly shrapnel whenever they wanted to slaughter a hefty number of Eltabbrans , and the few remaining statues were hastily removed) and Ilkryn’s Tabard on The Street of Murlanth’s Sorrows, but like most working merchants, I don’t dine to be seen dining. I eat to avoid passing out, and to talk trade with folk I don’t mind eating with. So I prefer The Six Platters on Urtraunt Lane, Tranch’s Folly on The Street of the Riven Bell (superb wine cellar, and they serve black cake to bulge for, bristling with more cherries and roast nuts than Chapter 3: Points of Interest I’ve ever seen elsewhere), and for real privacy but far more spartan—and lower-priced—fare, Szult’s Corner, on Tablakh Street. When it comes to shops, Eltabbar has some magnificent ones, and if you don’t mind fawning shop assistants and prices thrice what they should be, you can truly buy anything in the city. Just don’t expect bargains; just breathing seems to cost more in Thay’s capitol city. The local temple to be seen in is The Dark House of Tyranny, on The Way of Arduskan. It’s huge and hulking, you can’t miss it. Escalant Too often forgotten or even seen as “lesser” by other cities of Thay (following the lead of the Red Wizards, who disdain it along with the rest of the cities in the tharch of Lapendrar; in turn, all of these cities disdain Red Wizards whenever they can do so yet retain their skins), Escalant is one of my favorite port cities to visit and trade in, second only to Nethjet (as devices and innovations fascinate me and kindle my trading-lust). Escalantrans know how to party, and every third or fourth day, all the year round, seems to be a local festival for potters, or tavern-dancers, or those sport fisherfolk who land record-large fish, or temple-lantern-carvers, or tomb effigy figurine polishers, or someone. It’s all an occasion for piping music, dancing, drinking, and standing up on tavern-tables to declaim hilariously bad poetry. If you know a hopelessly-bad bard or minstrel, this is the city for them, they’ll fit right in. This is one of the few places in all Thay where folk don’t look over their shoulders and keep their voices down for fear of Red Wizards or the spies of the High Regent—because Tam seems to ignore it. Outlanders come and go freely, folk in little backstreet shops cast spells for fees or sell potions and scrolls that really work—folk who aren’t Red Wizards and fervently don’t want to be—and there’s a thriving black market in goods “liberated” from civic storage warehouses and granaries, and even Thayan military barracks. Not that I would have anything to do with such shady trade or goods; I like my skin as whole as it is, and so come here only to trade with respectable Chessentan and Sembian merchants who want Thayan barley and bulk vegetables at lower prices than they can grow them for back home, and in return can sell me metals and fine textiles for less than I can buy them for via my trading-contacts all over Thay. Many merchants are of like mind, so Escalant is something of a hot trading center, and one of the few places where outlander bodyguards and mercenaries for 57
hire can slip into Thay almost unnoticed, so there’s a brisk hiring market for them, too—as most Thayans see such “foreign swords” as the only way to surprise homegrown rivals who keep a close eye on anyone Thayan for hire. So I come here more often than I should, and always stay at The Blue Stag on Thundle Street, and drink at The Five-Headed Newt on Pryath’s Lane for choice, though crowding sometimes forces me to my second choices: Hulfaer’s Doors inn on Dartrumpet Way, and to drink and dine at The Blood Blazon on Bottle Lane. Carousers head for such taverns as Helver’s Harpoon on Hyrdrar Street and the Beheaded Behir on Vulantern Lane. The Five-Bladed Bull used to be “the” wild tavern, but it burned to the ground after a wizard’s duel almost a decade ago, and has never been rebuilt for fear of the Red Wizards using it as a pretext for arriving in force to clamp down on local liberties— being as none of the mages involved in the duel was even Thayan, let alone red-robed. The haughty overpayers rest their heads at The Irbrandthond inn on Beldrard Street, and dine in shining and horribly overpriced splendor at Calanna’s 58 Chance on The Way of The Wyverns (myself, I don’t see the appeal of scantily clad lads and lasses dancing atop the very table you’re eating from, but that’s the signature entertainment at the Chance). As for major streets: there aren’t any. Every street winds like a drunken snake, and is almost as important as any other street, and the maze they make up, all taken together, takes years to learn but thankfully locals are all cheerfully eager to give accurate directions to any outlander or visiting Thayan—unless they’re a Red Wizard, in which case the directions will almost always take the Red Wizard to a particularly smelly and rundown back-alley privy, where street urchins play pranks. To be seen at devotions by the wealthy and locally socially important and the top Escalantran authorities, kneel at The Doors of the Black Lord, on Sampranar Street. Murbant The city of a thousand purple domes is walled, claustrophobic, and easy to get lost in, as just about every street looks like every other street. Chapter 3: Points of Interest
With two notable exceptions: the long, winding, wide street known as Tarthant’s Way, where the best and the brightest in Thay’s “City of Dirty Underhanded Smugglers” work, shop, and trade, and Setsethrar’s Ride, the wagon-way that links all of the important warehouses that ring the inner walls of the city, almost all the way around it (there’s a triangular break in the ring at the south end of the city, where an open market known as the Sakkandar persists as the best place for moneylending with blood bargains and no written trail in all of Thay—don’t break a bargain unless you want your throat slit, but otherwise taxes and official notice can readily be avoided). Not that I, not being any sort of smuggler, would know anything about that. No, as a respectable trader, I confine my activities to staying at Thisskim’s House inn or The Alaphthond inn, both on Tarthant’s Way, and dining and making trade deals in the rentable private dining rooms upstairs at The Emerald Cellar on Brazantur’s Way, or the noisier and less private, but with a matchless wine cellar and tasty small appetizer platters galore, Hardarmored Hippocampus Club on Uthscimitar Street. Now if I was a two-fisted drinker, I’d visit the Staring Eye tavern on Nethembril Lane, with its mock giant beholder’s eye overhanging street sign out front and a real, pickled eyestalk in a lit brine-tank behind the bar, and if I was a real shatter-tankard brawler, I’d go to The Mrahout’s Fist on Wulyrabur Street, but I’m thankfully neither. Nor am I likely to brave the low prices but hit-and-miss meals served at that enormously popular barn of an eatery The Old Rahanna, on Premble Street—where the poorer working half of Murbant fills their bellies twice daily because it’s cheap and fast. Any merchant with more than half their wits knows not to visit Murbant too often, as the authorities do keep watch, and assume merchants who fetch up amid the amethyst-hued domes too often are too cozy with smugglers. Which means searches and inspections and ledger checks and inducements to be paid in all directions. So I visit seldom, and go only to my favorite few places to trade with the same few relatively respectable local merchants, and make very certain I’m publicly seen calling on Bane’s favor at The House of The Hand, on Tarthant’s Way. Nethentir Another place where Red Wizards are hated and hampered by scrupulously polite but deceitful citizenry, who will direct them astray whenever they get the chance. Along with Thayan soldiers and civic officials of all sorts, if a Nethentan recognizes them. Chapter 3: Points of Interest Unlike many other cities in Thay, Nethentans like their greenery; hanging plants festoon almost every window, and not all of them are handy-for-clipping herbs for the cook of the household. Nethentir has varied architecture, and a lively literary scene—there are even entire shops here not just of books old, and books new, but of chapbooks of poetry! And all Thay knows that Nethentir is the place to come to see a play—with no less than sixteen rival playhouses scattered all over the city, with the four oldest and best clustered close enough to glare at each other around the streetmoot known as The Fanfare, where the major, radial streets of Congaur’s Walk, Thylen’s Lane, Stornpost Street, Ulmur’s Ride, and The Salumandurlar all meet. In the angles between them are all inns or playhouses, with a tavern right beside each theater (its entrance being the first door down the street it fronts on). The Fanfare is apt to be noisy even in the darkest hours of the night, though live music and horn-calls to signal the imminent beginning of a performance were both outlawed decades ago, and street loudcryers have been recently muzzled by local decree, so I stay some distance away along Stornpost, at Belvadarnra’s Haven, a ladies-only inn that offers beauty baths and prohibits paid escorts, where things are luxuriously quieter. However, most visitors can’t wait to take in one of the bawdy plays, where catcalling and even throwing things (squishy missiles, not daggers or lit handbombs or darts from hand crossbows!) are acceptable or even encouraged. They’re usually staged at The Drunken Lion (the adjacent tavern being the notorious Floon’s Fireflagon; don’t pass by with impressionable innocents or children) or The Raging Raumathari (next door to Ulkur’s Bench tavern, the cheapest and oldest of the popular taverns). Nethentans themselves prefer satirical farces in which Thayan nobles or Red Wizards—or both—get ridiculed, and there are always a trio of these running at any one time, in the evenings, with earlier-in-the-day performances of older, classic comedies (like The Wizard Was Wandering) and tragedies (like Rothzauna’s Choice) at the same theaters. The cleanest and most uppercrust of the four oldest playhouses are Thaphonter’s (its adjacent tavern is Pulkoon’s Pleasure) and its fierce rival Dlaezur’s Doors (flanked by The Dancing Duthdragon tavern, infamous for the tasteless jesters it hires to wait on tables). Many visitors to the city do all their dining either in the expensive dining lounges of the high-priced inns they stay at (such as Brenlaur’s on Hazul Lane and Yulraph’s on Valmalurth Street), or at the taverns that flank the playhouses around The Fanfare, but I 59
prefer less boisterous and haughty and high-priced dining, that is also more private and suited to talking trade (as there’s a steady appetite all over Thay for the fine glass lamps and vessels and ornaments the glassblowers of Nethentir produce, not to mention the superb Nethentan chairs, tables, and wood panels for walls and stair-ends; the carvers Undred and Ilmhrad Sturlast, brothers, do especially fine work). So I dine at Ungalast’s Fine Cauldron on Dajent Street, or Balandur’s Bowl on Evendur Way. At all costs avoid The Three-Headed Ettin dining club at the southern end of Velkroon’s Street, where the food is wretched, the drinks blended and much stronger than they should be so wild drunkenness is frequent, and the brawls are often fatal. There’s no truth to the rumor that the most beautiful ladies can be swept off their feet at the Ettin; those beauties are all at home busily writing claws-out anonymous pieces for the more biting Nethentan broadsheets, like Toranadur’s Torch and The Happy Gallop. When you’re tired of all the drama, Nethentir’s haughtiest, to-be-seen-at temple to Bane is The Most Holy House of The Lord of Darkness, on Lorvyn’s Lane. Nethjet Where its rival Nethentir turns to books, poems, and plays, Nethjet—best-known to merchants like me for its inky-watered, mildew-reeking canals, that reach fingers everywhere in a labyrinth of busy docks and warehouses—looks to new ways of doing things (almost all of which Thay stubbornly pushes back against, detesting change like most large countries with centralized power) and especially new devices. “Gadgets,” I once heard Elminster of Shadowdale call them: small fabricated items that hold or manipulate or store things for you. Useful once you have them. Coinbelts that sort coins poured into them, and dispense them, quill boxes that eject a writing quill when you slide a button, sharpening the quill as it emerges. Self-lighting lanterns, at the flick of a wheel. That sort of thing. Even aging, conservative Red Wizards and civic officials who publicly sneer at these devices own some, and treasure them. When I’m travelling, I wear one that many merchants have adopted: a bracer on my left forearm that stores quills, parchment scraps, a trade-seal and stamp and spare wax, needles and thread, a vial of water, a dabbing-cloth, and a tinder-striker. Oh, and a tiny hidden dagger, for those defend-yourself moments. Too useful to be without, once you have one. Yet Nethjet has an even more useful side: it’s where bolts, and nails and spikes, and corner-braces that timbers can be slid into to quickly make a frame, and window-frames, are all made far faster and more cheaply 60 than elsewhere, at a “standard” level of quality. This is done through Jetran innovation, through use of cutting jigs and drilling forms (collectively “fabrant” in local parlance), and assembly lines, so relatively unskilled workers can produce corner braces, hinges, lockplates, mending plates, and the like that all have holes of the right sizes and in the right locations to function as identical replacements. This has made better housing and workplaces possible for many, not just in Thay but around the Inner Sea and in places caravans travel on to from the Fallen Stars ports. This has made the makers of Nethjet quietly rich beyond what dukes and kings elsewhere can dream of—and it has made meddling authorities who seek to trammel such creativity, and tax too heavily, locally detested as the worst sort of vermin. As the Jetran saying puts it, “Lower than cockroaches. At least I can fry and eat cockroaches without fear of the head roach sending an army to take my life for it.” This underlying anger makes Nethjet a dangerous place for the tharchion’s spies or Red Wizards or tax collectors if they wander alone, and also for misfits who damage fabrant and steal wares and create unrest among workers; such individuals all too often just “disappear.” And when Jetran makers and powerful traders aren’t taking care of such nuisances, they’re feuding with each other—in long-running disputes that never really end, and are never really won. Competition with a deadly edge, one might call it. So when I come here, I watch my back. I stay at good inns in the best district (the Stride, atop the slightly-raised ridge that overlooks Lake Umber, home to the civic buildings and the temples), usually the Alameirthond on Dazarl Lane or Thelvurt’s House on Tultryaun Street, and dine at nearby merchant-friendly eateries like The Crab Platter on Chanzult Street and Duthengo’s Den on the Way of Taraghar, who rent out rooms for trading negotiations and can send wine and hotbites to the table-side if you order them. I avoid the taverns, where scores have a habit of being suddenly and viciously settled, but can tell you from hearsay that the most beloved are “family locals” like Havalar’s Talltankard on Tharbanner Street and Lhaerivro’s Lantern on Maskadder Lane, as well as Multraer’s Hearth right out at the east end of the city on the Wayserpent Ride—and the real dives where bodies pile up under the tables and not just outside the back alley doors include Barsykkur’s Boots on Maersakkhan Lane and the Gelded Unicorn on Lenduth Street. In Nethjet, a tavern always serves food, but the quality as well as the breadth of the menu may vary from “Here’s our rat stew—see the rats?” to “I’d actually order that again.” The best shopping district for visitors and outlanders is along The Street of Lanterns in the Stride, but Chapter 3: Points of Interest
Jetrans go below it, to the water’s edge in the Umberside district, where in the muddy alleys and maze of hovels real bargains can be had. Including, I hear, poisons and caged, live snakes, scorpions, and small monsters, for those who know who to ask. The temple to be seen at in Nethjet is its recentlyrebuilt holy place of Bane, Talondoors House, on The Street of the Holy Ones. Pyarados Like most visitors to this city, my business is in the outer Grimshield, not the inner Bright Heart. Not with prospectors who’ve struck it rich and have fistfuls of raw gems to sell; such individuals exist, from time to time, but have long since sold out—or been murdered—before I get there. The Grimshield’s a dangerous place even at the height of day, so my first stop (as I always approach the city from the west, along the Eastern Way) is always just inside the gates, at the Harlhond inn. Where I rent a room I’ll never use, just to be able to call on their yard-guards to keep safe my wares and wagons while I go half a block down the Way to Nlathoud “the Eye” Draevyn to hire bodyguards (it doesn’t matter if you bring your own; you need locals, or your bodyguards will just become lesser targets, after you’re taken down). Folk see you have them, and they leave you alone and look for more overconfident or poorer folk to accost, instead. Having equipped myself for my stay, I depart the Eastern Way—which cuts right across the city, but is watched by all manner of local spies, seeking targets— along Orlserpent Street, to where I prefer to rent rooms: at Harhethur’s Haven, a walled and guarded stables and carriage-house and inn, with its own eatery (dreadful to adequate, depending on what part of the menu you sample). From there, it’s an easy walk to the much better eateries of Harl’s Hothearth on Mlendil Lane, or Beldur’s Boar House on Skuulmur Street. The Hothearth is suitable for trade negotiations, but the Boar House is too noisy, too crowded, and too full of spies looking to sell whatever they overhear—but the food is wonderful. The Grimshield isn’t the place to go looking for a wagon or closed coach or guide to hire; for the former, I go to Istyn Orlaudhvar of Istyn’s Conveyances on Irburl Lane, and for the latter, I always engage Orlaudros Hlyvvyn (who assigns trusted guides depending on who you are, and where you want to go). I’m not so lacking in sense as to seek out a Grimshield tavern—good drink can be had at any of the inns and eateries I use in Pyarados—but I hear the best ones are Skarth’s Platter on Thazmran Street and The Three-Headed Efreet on Lapramkullet Lane, and one of the wildest is Arkhuld’s Neck on Dragontail Way— which is a very long and winding street that worms its way two-thirds of the way around the Shield, and is home to all manner of strange shops, notably one that pickles monster carcasses and uses some preserved beholders as street-signs out front: Forthyn’s Fellmaw Remembrances. There’s also someone, somewhere in Pyarados, who breeds and feeds up snakes, because you can buy live ones by the well-ventilated cask—non-venomous edible varieties like the brown rocksnake and the Thazarim false viper—from several Shield traders (I always deal with Oddskull, the jovial half-orc at Oddskull’s Journey on Darprentar Street). If you want to be seen on your knees to Bane by folk who locally matter, the place to do it is in the Bright Heart: The House of the Tyrant, on The Mountainride. Sekelmur The Ang Harrad have interests in this crossroads city, so I visit more often than I otherwise might; it’s dominated by granaries and wagons, oxen and way-stables, and has little else of interest. The amenities are far rougher than most of the other cities I frequent (though Umratharos isn’t much better), so of the four inns—one at each gate—I usually stay at the Belathond nigh the south gate purely because it’s slightly quieter Chapter 3: Points of Interest 61
(less traffic to and from Belizir than elsewhere) and because their beds are a trifle newer and better. Yet you may find the Torathond to the north, Zelzora’s to the west, and Alavrandur’s to the east little different. All of them have their own tiresome but adequate dining-lounges, and forgettable taverns stand hard by each of them, but I prefer to dine upstairs at the back of the best eatery in the city: Avalae’s Prospect on Thazant Street. Try their Six Surprises Platter; the oysters are fiery, but worth it. There is one good tavern in the city that I know of, and other traders prefer alternatives to it, so you may find some. “My” good tavern is Alsrake’s Raised Goblet on Tethlizard Lane. They provide fresh sprigs of mint to chew, to clear the breath and mouth ere stumbling “home” afire from strong drink. If you need a guide in town, seek Lhyzlyn Luzkund at the Goblet; a sly, flirtatious dog, but he’ll not lead you wrong. If you need a remount, or fresh draft beasts, deal with Dyzcindra Mahlout of Fresh Hooves Await on Vonthurlen Lane, and if you need a new wagon or coach, or yours repaired, Svandyn Havandhar of Havandar’s Wheels Turning on the Way of the Wind is your man. And if you’d be seen by the locally high and mighty being devout before Bane, seek The Towers of the Tyrant, on Vauntreth Street. Follow your nose; it’s next to a slaughterhouse. Surthay I almost never visit this backwater, as there’s nothing to trade for here. Occasionally, however, it’s necessary to meet with some of the nobles in “True Surthay” to have agreements signed (or more often, to hear their self-serving excuses for their failure to perform their end of a deal), and on such occasions I stay at one of the few tolerable inns the city offers: the Aemathond on Gauros Way, just inside the city gate. Hard by it stands an acceptable eatery and a superb club (one must purchase a year’s membership but it’s well worth it for the amenities), and I seldom stray far from this tiny slice of Surthay except to depart again, as fast as I can. The eatery is The Plenty of Mulsantir, which despite its name serves thankfully few eel and fish dishes (I quite like the soft-shelled crabs, though it’s better never to think about what they may have dined on), and the club is Tshamaura’s (pronounced “Tuh-SHAHmore-ahs” and not “Tash-uh-more-uhs,” unless you want to be thought a truly uncultured outlander). They do delightful iced drinks in the hot season, and sugar confections I could get very used to, year-round. There’s also a tavern within sight, Duthdance’s Flagon on Dlool Street, but unless you want to see 62 drunken nobles behaving badly, what’s the point? (Don’t think you can take advantage of their state to mistreat them; their bodyguards all sit there, bored and disapproving, waiting to drag their sodden employers safely home.) If you need a guide to anywhere in True Surthay, ask at the other tolerable inn nigh the gate, The Pride of Surthay, for Hlantur Ozurlur, and they’ll send for him. Pricey but a delightful companion, considerate, and knows everyone “of the True.” Should your whim or needs take you to Westsulkh, go well armed and in a large party, and either hire a closed coach from Bazhandur Omlarent (Omlarent Travels on the Foregate), or ask at the bar of the Flagon for Onstur Vorluth, and expect to pay him very well for disguises and guidance that your life may well depend upon, so treat him well and try to befriend. And should you want to be noticed by local nobles and civic officials of influence and power, your temple is The Black Lord’s Door, on The Way of the Wizard (a street used by Red Wizards, so one of them long ago cast a spell that shields it from driving rain, while the rest of the city gets drenched). Szul This is where the exalted of Thay choose to meet with lowly merchants when they’ve decided to ascend to Thaymount for vacations of idle luxury, and don’t want to invite unwashed traders into their compounds, nor yet descend too far back into the world of toil and stink and the lower classes. So it’s something of a way-stop, but at the same time offers more luxuries at even modest establishments then can be found for far higher prices at cities elsewhere in Thay. So you can’t go wrong at any of the three inns. I prefer Helra’s Harathond on Qulshrine Street, but you may like Taumalaer’s on Waybanners Way, or the Paerathond on Immul Street, better. All have their own dining lounges that serve perfectly good fare, but unless the weather is bad, why not go to one of the five splendid eateries that line Waybanners? All have large carved “full platter” jutting-out-into-the-street signs, so even dullards can spot them. If you want to talk trade privately, The Soaring Wyvern has the best back rooms and the best wine cellar, too, but if you want to be seen by the most people and don’t care if you dine in a happy din, The Rozaerl is your place. The Morkalyn is the most pricey and attracts patrons hunting for each other’s caresses more than the other places, The Hunting Horn is the cheapest and most comfortable family place, and that leaves Skorel’s Soond as not too much of anything, a balance of all. As I said, you can’t go wrong. Chapter 3: Points of Interest
Where you can find disappointment is in the search for a good tavern, as it seems the High Regent tired of one too many brawls among drunken servants throwing off their cloaks of tension, and closed them all. You can get drinks at any of the places I’ve mentioned, but all of them expect you to order something to chew and park it like a wagon on the table between you. So do that. Should you need to rent or purchase a coach, or matching draft beasts to make a suitable impression, seek out Ulvur Gokont or any of his daughters at Gokont’s on Waybanners Way. If it’s a guide to Szul and Thaymount’s mansions you need, see Umur Glaskyn of Glaskyn’s Guiding Hand on Qulshrine Street. And if you need any wardrobe repairs or augmentations, or scents or face-paints, your man is the mincing, feather-bedecked Ostryn Phandror of Phandror’s Triumphs on Immul Street. He can even teach courtly dances, if you feel the need. It seems that away from public gaze, the lofty of Thay aren’t all that devout, or prefer to use their own private home chapels, for Szul offers no decent temples, but the best temple to be seen at by local civic authorities is Bane’s Dark Regard on Helyndrul Street. in Thasselen. Which at least beats goat-herding and making goat cheeses, their other big thing. I like the city, but fear I’d grow utterly bored very quickly if I was ever forced to live here and not just make brief, hastening visits. Though it is a busy port, offering the most traffic to and from the Alaor, it has surprisingly few inns, eateries—Thasselens seem to prefer to dine at home, or at the homes of close friends—or taverns. Yet those they do have are clean, spacious, seem new or newly refurbished, and superior to the Thayan norm. For places to stay, I recommend Hathkongh’s Haven on Maerence Street or the Zarundthond on Muranthur’s Ride (which has a tallhedge garden full of orange, lime, and pear trees for guests to relax in!). For eateries, try Belabront’s Haunch on Kalandavur Street (despite the name, the menu is almost all seafood) or Boy Riding Goat on Eltorlabbar Street (goat, goat, and more goat, but they do prepare it in some very succulent ways). As for taverns, I’ve only been to Borel’s Flagon on Deldusk Lane, but have heard good things about Ammanastra’s Smile on Maerence Street (don’t expect to see Ammanastra or her smile; it seems she died about a century ago). Thasselen Another city I seldom visit for reasons of paucity of trade, though the Ang Harrad are wondering if it might be a good place to establish a covert “back channel” for shipments in and out of Thay (myself, I think that a busier city provides more cover; Thasselen is sleepy enough for such activity to be red-robes-obvious). Yet this walled port city is pleasant enough, and feels almost in another world from haughty Eltabbar or squalid Surthay or all the places in Thay where the Red Wizards watch you disapprovingly. They have Red Wizards here, to be sure, but only a handful, and they seem so contented in their debauchery as to not much care what anyone else gets up to. Citizens here feel this isolation, and are mostly thankful for it, and have little interest in traveling to see more of Thay. And who can blame them? Thasselen is a place of wide streets that never seem crowded, and statues. Statues everywhere, lining the streets: humans thrice life sized and up on plinths, forgotten local officials staring heroically off into the sky as they proudly hold up tax-rolls or ledgers that presumably paid for the statues. Sculpting statues, and statuettes to be sold as table adornments elsewhere, is one of the big industries Chapter 3: Points of Interest 63
And as for clubs: there aren’t any. Or rather, there are private clubs where they presumably get up to all manner of wild revelry, but nothing that strangers and visitors can so much as find, let alone be welcomed at. If you need a guide to the city, ask at the Flagon for Ilkus Bhandras (moustache, catlike knowing smile, preens a lot) and he’ll appear soon enough. Debonair but kindly. If it’s mounts you need, or draft beasts, see Skultur Hrezzend of Hrezzend’s Fine Animals on Muranthur’s Ride. And if it’s a wagon or coach, or repairs to either, you want, seek out Azalyn Uldryth on Delnym Lane. To pray to Bane and be seen doing it by the locally prominent and important, go to Blackbanners House, on The March of the Dead (which, yes, leads out of town to a huge garden-like, carefully-maintained cemetery of winding paths and small stone crypt-houses; a surprising number of locals use it for open-air covert “walking meetings”). Tyraturos A noisy, always-bustling city, even in the usually dead time of deep night, where many workshops produce things, from chairs to looms to churns to pulleys. And of course, endless tapestries, rugs, and bolts of cloth from the many local weaveries. We ship wagons upon wagons of them. I come here often, but get in and get out as swiftly as I can. Everyone here seems always in a great hurry, to work, work, work themselves closer to their graves. I think I’d hate it here. Smoke often hangs in the air, there are bright moving lanterns and rumbling wagons at all times, and everything seems worn, hastily patched, and grimy. Which leaves me struggling to recommend anywhere, though I usually stay at Tlaroarah’s Thond on Askaddam Street, which at least has plenty of hot bathwater as well as cold, for soaking away the grime of a day. I’d not eat at the place, but if your taste runs to huge roast oxen and boar cooked to blackened and then drowned in fiery red sauces, you’ll be happy enough with its dining-lounge. Better eateries are The Happy Horned Dragon on Nlouvryn Lane (a noisy, bring-the-family barn of multiple levels and inner balconies; beware youths throwing food from on high), Mulsymm’s Bower on Haeltront Street (haughty and pricey but hushed and superb food), and The Bull And Blade on Surtarpryn Street (best for merchants, as it’s all alcoves and gently-harping strolling minstrels who never sing, so one can talk trade without nearby tables listening in). 64 Taverns in this city are of two sorts: filling stations where exhausted workers and shopkeepers crowd at benches to get drunk as fast as possible before stumbling home to snore, and loud, raucous revel-houses where folk come to laugh, brawl, tryst, and make wagers. Your cautious, respectable merchant visits neither. If you must, I’m told that of the second, noisier sort of tavern, a place called The Stag Skull Laughs on Rendrel Street isn’t too bad. If you don’t mind being deafened, or having someone else’s drink hurled over you. Luckily for me, Tyraturos offers a club with a reasonable annual fee that members can rent private meeting-rooms at, with little fear of overcrowding— and a good wine cellar, to boot. It’s called The Dazed Dragon Down, and stands at the corner of Rezild Street and Taunthorl Lane. It’s also where you can easily hire, by asking at the front desk, a good guide to the city; just ask for Ezeld Turraunt. Who is an old, retired civic official and looks it, but is surprisingly kind, polite, and attentive. He’s not the man to guide you to the taverns and the wilder delights of Tyraturos, however; for that sort of guide, ask for Ozol Vulkym at The Bull And Blade. He seems a bit of an alley-dagger bullyblade, and sly. And should you need to buy a horse or team of draft beasts, or even a mule or a pony, go to Dazant Yard, the rather aromatic stockyards on Hurbrakh Street, and ask for Oblur Dazant. If your needs are for wagons or coaches, or repairs to same, seek out Vuldym Chazant of Chazant’s Coach Castle, on Dondravur Lane. In Tyraturos, the uppercrust “be seen to pray in” temple is The Hall of the Black Tyrant on Moondown Street. Its six-adult-humans-tall black double doors are adorned with welded-on pieces of black-painted armor from fallen priests of Bane. Umratharos Of old a mere crossroads way-stop along the Sur Road on the way to Delhumide, this city is a rising center of crafters making crockery, wagon axles, furniture and decorative wooden railings and panels, and sledges and runners for use in high mountain snows elsewhere, too. We make more deals here with every passing month, shipping raw materials in and finished goods out. And fortunately for me, I like the place. Fresh air— the breezes are cool, mind, and seldom die down—and less mud, filth, and crowding than in many older, larger Thayan cities. Chapter 3: Points of Interest
Major streets include the Sur Road, the Keluthar Road, the Way of Serpents (which curves in a great arc across the southern two-thirds of the city, from the banks of the River Thay to the Sur Road as it heads east, out of the city), Malambrar’s Ride (running south from the Daoloar [“DAY-oh-lore”], the triangular open space where all the major roads meet, midway between the Keluthar and the eastern leg of the Sur Road), and Huthcloak Lane, which winds like a drunkard through the city north and east of the Daoloar. The best places to stay, though one can’t escape the night-lanterns or bustle at all hours, all front side-byside on the Daoloar, three inns out of the dozen-some Umratharos offers (the others are along the Sur and Keluthar at edges of the city). These three are Irkhann’s Thond (edgy; young folk and rakes like to stay here), Dulkryn’s Thond (family; old, haughty, and priciest); and the Delathond (quietest and with the most rental rooms, so most popular with escorts and with merchants like me). All three offer superb dining-lounges, so I seldom go farther to dine, though Thaeltharra’s Delights on Shezluth Street offers lovely drinks and sugary confections I can’t resist. If you or your client is more the seared-boar and braised whole haunch of oxen sort, seek The Flaming Hoof on Yultora’s Ride. Chapter 3: Points of Interest Taverns in the city seem to be good and very similar to each other, so slake your thirst in wherever’s closest. The one where old adventurers go to tell treasure tales and wave maps about and hire each other to hie off to beckoning dooms, however, is Halaunt’s Old Armor on Huzlepard Lane. I’ve only needed a guide in Urmratharos once, to find a particular goldsmith, and I hired the saturnine, dapper, might even be the noble he claims to be Orzil Thalont, of Thalont’s Fair Journeying on Thrultzar Street. He has a rival, I must reveal: the handsome but older and definitely common-born and cynical Toumurr Rhal, of Rhal’s Wise Guidance on Lorulaunt Lane. If it’s horses or oxen or mules you want, seek out Razh Ulmarrim at the west in-city end of Sur Road, or his rival Mnarlh Hazahr (of Hazahr’s Horses) at the east in-city end of the Sur. And if it’s coaches, wagons, or their repair you need, your lady is Izla Mahantir, of Mahantir’s House of Coaches on Malambrar’s Ride. And finally, the temple to be seen in, by the locally prominent and high-ranking, is The Black Flame of Bane on Onstran Street. 65
CHAPTER Heroes from Thay T his chapter presents new player options for characters from Thay. While it is a land of magic, it is also a place of rampant loyalism and passion, and where the opulent mask often obscures the grotesque personality underneath. The Weavebound Paladin Thay is most certainly a magocracy, but that is not to say that divine power isn’t acknowledged. In fact, this couldn’t be further from the truth: Szass Tam has, as he always does, gleaned methods by which to pervert a resource that he don’t own so that he can bend it to his own nefarious ends. A weavebound paladin draws power from their god—almost always Mystra, but worshipers of Shar, Oghma, and other Faerûnian deities of magic exist as well—and binds that energy into their martial pursuits. They have been irrevocably changed by their far-reaching dreams of conquest and their loyalty to Red Wizards and the greater glory of Thay itself. The raw power of the Weave, the fundamental arcane fabric that powers all magic across the Forgotten Realms, courses through the paladin and provides the lens through which they perceive the world. The protection and promotion of magic is their sworn goal, and they will go to any length to achieve it. Finally, and perhaps most importantly, a weavebound paladin is bound not only to the glory of Thay but also directly to a single zulkir. The secret of creating a weavebound paladin was until recently known only to Szass Tam, but others around the realms—notably the Blackstaff in Waterdeep and Zulkir Dar’lon Ma of Mulmaster—have begun to craft their own versions of this path. Still, there are those wary few across the Sword Coast and beyond who believe that Szass Tam merely leaked a corrupt version of the ritual into the world so that he might have more eyes and 66 ears where he needs them most: adjacent to the most powerful casters that he does not already control. Special Requirements. A weavebound paladin must meet the following requirements before they are able to gain levels in this class: • Must have an Intelligence score of 12 or higher. • Must have at least 2 levels in the wizard class. • Must have a powerful patron (minimum Challenge Rating of 20) such as a demon lord, a zulkir, or similar, and that patron must not be currently bonded to another weavebound paladin. Tenets of the Weavebound A weavebound paladin is terrifyingly powerful force of magic and faith in the nation of Thay. They channel their god into their own arcane works, and in turn use those combined energies to promote the glory of Thay above all else. To see arcanists of Thay succumb to doubt is treason; to learn that a wizard of Thay, Red Robed or otherwise, has fallen to an outlander is akin to hearing a declaration of war from that outlander’s home realm. The weavebound paladin is part of the Weave, and their god is a part of them. Their tenets are direct: Preserve the Art. The Weave is a powerful but delicate thing. Its existence is sacred, its power exquisite, and it must not be undone. Glory to the Weave. Your mission is to preserve the Weave at all costs. Even your own life is insignificant when compared to the need to keep the eternal pattern. Might is the Only Power. Only those that can bend the Weave to their will are truly capable of leading. Oath Spells You gain weavebound spells at the paladin levels listed. Chapter 4: Heroes from Thay
Weavebound Spells Paladin Level Spells 3rd bane, heroism 5th augury, Nystul’s magic aura 9th enemies abound, glyph of warding 13th compulsion, Mordenkainen’s private sanctum 17th circle of power, legend lore Channel Divinity Options When you take this oath at 3rd level, you gain the following two Channel Divinity options: Arcane Armor. You can use your Channel Divinity as a reaction to provide yourself or your patron with a defensive boost. If you do, you may choose to increase your armor class, or that of your patron, by +6 versus a single magical spell, effect, or attack (including one made with a magical weapon). Woven from Faith. You can use your Channel Divinity to create a spell component worth up to 50 gp times your paladin level. This spell component lasts until consumed or until one minute has elapsed, whichever occurs first. Selling this item or using it in a duplicitous manner rather than consuming it as part of a spell you cast may draw the ire of your god and patron. Weaver’s Mantle Beginning at 7th level, you can manifest an aura of pure Weave energy. When you manifest this aura, choose a school of magic and a creature to receive your mantle; you must be able to perceive this creature, and this creature must be of size Medium or smaller. When a creature wearing your mantle is targeted by or would be affected by a spell from the chosen school, they must choose one of the following effects: Arcane Sustenance. If the creature is successful in making their saving throw (if any) against the spell or effect, they may then use their reaction to make an Intelligence (Arcana) check; the DC of this check is equal to the spell’s DC. If this is also successful, they immediately regain one expended spell slot of a level no higher than your Charisma modifier (minimum 1). Delayed Effect. The spell’s effect takes place at the beginning of the creature’s next turn. This only effects the creature with the mantle; any other creatures affected by the spell receive that effect normally. Increased Effect. The creature receives an extra 50% of the spell’s effect. Non-numerical effects aren’t increased. Chapter 4: Heroes from Thay Increased Resistance. The creature has advantage on their saving throw against this effect. The mantle lasts for a number of rounds equal to your Charisma modifier (minimum 1). Once your mantle is active, you may sacrifice an unused spell slot as a bonus action; if you do, the mantle’s duration is extended by a number of rounds equal to the level of the spell slot sacrificed in this way. Once a mantle’s effect is used, it ceases to exist immediately. When you reach 18th level in this class, your mantle covers a number of allies within 30 feet of you equal to your Charisma bonus (minimum 1) and the following mantle options are also available: Limited Immunity. If the spell is of 3rd level or less, the creature is immune to it. Spell Turning. The creature may sacrifice an unused spell slot and make an Intelligence saving throw. If they are successful, the spell is turned back upon its caster and no longer has any effect upon the wearer of the mantle. Crafting the Pattern Starting at 15th level, you may enact a ritual that requires you to spend a full day fasting, meditating, and praying. Upon completion of this day, you may temporarily lose a number of paladin levels equal to your Intelligence modifier (minimum 1) and in return gain that number of wizard levels. Until you reverse this ritual by spending a full day fasting, meditating, and praying on this matter again you gain no experience, you can’t attune to magical items that you didn’t own prior to enacting this ritual, and you can’t learn any new spells, nor can you regain spent spell slots. No magic, not even wish, can swap these class levels permanently. You may use this ritual once per month and doing so requires you to expend 5,000 gp worth of rare and exotic spell components such as a hair of the tail of a tarrasque, a sphinx’s riddle in a bottle, and the pinion feathers of an ancient pegasus. When the ritual is reversed, your paladin and wizard levels revert to their normal levels. Weavebound Paladins Outside of Thay Weavebound paladins are almost exclusively found in Thay and are bound to the zulkirs. But this isn’t to say that they can’t exist elsewhere in the world—in fact, it’s entirely possible (and somewhat likely) that they can be located elsewhere, especially where powerful arcanists might be found. However, it’s also possible that those weavebound paladins that grow their powers outside of Thay are doing so using a corrupt version of the ritual that Szass Tam created, and may actually be sleeper agents for that terrible lich… 67
Avatar of the Arcane At 20th level, you may consult your own path through the Weave in order to realize your most potent form: that of an empowered golem, blending your mortal form with the raw power of the weave. You pull and tug strands of the Weave itself to create an arcane carapace that surrounds you and grants the following powers and abilities: • You gain all the mechanical abilities and traits of an iron golem, including its size unless you are already larger. Your stats replace those of the iron golem. • You are not constructed of iron, but of solidified, raw essence of magic. • While in this form, you don’t require air, food, drink, or sleep. • Instead of the iron golem’s Fire Absorption feature, you have the following feature: Force Absorption. Whenever you are subjected to force damage, you take no damage and instead regain a number of hit points equal to the force damage dealt. • Instead of the iron golem’s Poison Breath feature, you have the following feature: Force Breath. You exhale a mighty wind infused with the raw essence of magic in a 15-foot cone. Each creature in that area is knocked prone and must make a DC 19 Strength saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. This effect lasts for one minute, and once used it can’t be used again until you have completed an extended rest. New Magic Option: Circle Magic The practice of communal spellcasting isn’t original to Thay, nor is it exclusive to this region. Having originated with ancient civilizations that predate Thay, the Witches of Rashemen, and even Netheril, circle magic provides a method by which a group of spellcasters may pool their resources in such a way that the eventual effects are manifested at an incredible level, but also so that Mystra’s will and command of the usage of the Weave isn’t truly violated. Where one practitioner of the Art may be mighty, together a group of circle casting mages are nigh unstoppable. 68 Chapter 4: Heroes from Thay
Becoming a Circle Caster Circle casting is a powerful practice, and the secrets of its usage are jealously guarded by Szass Tam. A Red Wizard that possesses the Thayan circle caster feat may participate in the practice of circle casting. Even so, the blessing that Szass Tam bestows upon the wizard may be terminated at any time, which immediately rescinds this ability—and in fact, may outright destroy the wizard in a mighty pillar of magical power, if Szass Tam so desires it. The Practice of Circle Casting At its core, circle casting is an evolution of the practice of ritual casting. Modern rituals are performed by a single spellcaster, who spends at least 10 minutes reciting their spell and using their reagents as they perform the complex steps of the spell. Circle-cast spells take this base concept and ramp it up in a manner that is clearly Thayan: it is ostentatious, it is greedy, and it is powerful. Each practitioner of the Art that wishes to participate in the practice of circle casting must be an active circle caster. They gather in a manner that leaves them no more than 20 feet distant from all of the other Red Wizards that are participating in the ritual. The Red Wizard that is performing the circle casting ritual stands in the center of the gathering, while each of the other participants performs a 10-minute-long ritual, or longer if the central Red Wizard’s ritual would take more than 10 minutes, in which they channel their spell slots into the Red Wizard in the center. Upon completion of the ritual, the central Red Wizard Circle Casting & the Forgotten Realms The nature of circle casting as it exists today isn’t identical to what it once was. Due to decades and centuries of tinkering and meddling with arcane formulae, it has become an inherently evil act: it drains power and vitae from those that not only participate, but also the land and the creatures near the center of the casting endeavor. Furthermore, this practice requires the personal blessing of Szass Tam; to say that this would be a challenge for heroic adventurers to achieve is a dramatic understatement, to say the least. decides what to do with the channeled spell slots and the desired effect from their own ritual manifests immediately. Starting a Circle Cast Ritual. You may initiate a circle cast ritual if you have both the Thayan circle caster feat and Szass Tam’s blessing. When you decide to start a circle cast ritual, you are serving as the focal point for the ritual. This does not necessarily change the spell’s effect, range, target, or other variables. You must have at least 2 other Red Wizards with the Thayan circle casting feat in order to start a circle cast ritual. As you perform your ritual, you: • Choose one spell that you have prepared to be your circle casting spell. This spell consumes your highest-level spell slot, which must be equal to or higher than the level of the spell. This spell does not need to be a ritual spell and does not become a ritual spell by virtue of using this ability. 69
• Must perform your circle cast ritual for 10 minutes or the standard casting time for your chosen spell, whichever is longer. • Fully open yourself to telepathic communication with Szass Tam, even if you are on different planes of existence. • May not take any actions or movements. • At the beginning of each minute that you spend casting your ritual, you gain spell points from each Red Wizard participating. For example, if you gained three 5th-level spell slots, you would gain 15 spell points. These spell points are expended at the end of the ritual, and any unused points are lost. • Unlike the other participants, if you run out of spell slots you do not gain levels of exhaustion. Participating in a Circle Cast Ritual. You may participate in a circle cast ritual provided that you have both the Thayan circle caster feat and Szass Tam’s blessing. You may take no other actions or movements for the entire duration of the ritual. While performing in the ritual, you: • Must perform your circle cast ritual for 10 minutes or the standard casting time for your chosen spell, whichever is longer. 70 • Fully open yourself to telepathic communication with Szass Tam, even if you are on different planes of existence. • May not take any actions or movements. • At the beginning of each minute that you spend within the ritual, your highest-level spell slot is delivered to the focal point. If you have no spell slots remaining, you instead gain one level of exhaustion. • If a Red Wizard is rendered unconscious or killed during their participation in a circle cast ritual, all other participants gain one level of exhaustion unless they succeed on a Constitution saving throw. The DC for this saving throw is: DC = 8 + level of spell being cast + focal point’s spellcasting modifier + focal point’s proficiency bonus The Vile Cost of Circle Casting As with anything that Szass Tam touches, the practice of circle casting has become inherently corrupt. Upon the completion of a spell cast in this manner, several effects manifest in addition to anything the spell creates: Blasted Hellscape. The land surrounding the focal point of the ritual is turned into a blasted, lifeless hellscape. The range of this effect is equal to the Chapter 4: Heroes from Thay
combined level of all spell slots gathered in the ritual times the focal point’s wizard level in feet. Weaverend. Due to the extreme amount of energy that has been channeled in the ritual, each spellcaster that participated in any portion of the circle cast ritual has their Intelligence score reduced by 1d4 points and their Constitution score reduced by 1d4 unless they succeed on a Constitution saving throw. The participant dies if their Intelligence or Constitution is reduced to 0. Otherwise, the reduction lasts until the participant finishes a short or long rest. The DC for this saving throw is: DC = 8 + half of the total spell points gathered by the ritual The Effects of Circle Casting Once a circle cast ritual is complete, the focal point needs to determine what to do with the spell points that they have gathered. The focal point may purchase multiple effects, chosen from the following options: Enhanced Destruction. One of the spell’s damage dice is automatically set to its maximum value. This effect costs a number of spell points equal to half of the value of the die chosen (e.g.: a d6 costs 3 spell points). Extend Range. The spell’s range is increased by 50 percent. Grant Advantage. If your spell requires an attack roll, you may grant yourself advantage on a single attack roll by spending 10 spell points on this effect. This effect may be purchased multiple times. Impose Disadvantage. Anything included in the spell’s effect has disadvantage on their saving throw against the spell’s effect(s). This option may only be chosen if at least one 8th-level or higher spell slot was consumed in the casting of the ritual, and costs 10 spell points. Manifest Essence. For every 5 spell points that you use to purchase this effect, you manifest one magic missile that deals 1d4 + 1 points of force damage to a target of your choosing. Modify Duration. The spell’s duration is extended by an additional 50 percent. If you use 40 or more spell points to purchase this effect, the duration becomes 7 days. If you spend 100 spell points to purchase this effect, the duration becomes permanent. Raise DC. The spell’s DC is increased by 1/4 of the spell slots used to purchase this effect. Sculpt Spell. You may exclude a single target from your spell’s area of effect. This effect costs 30 spell points. Shape Spell. You may adjust the shape of your spell to a cube, cone, sphere, or spray. This effect costs 40 spell points. Chapter 4: Heroes from Thay Shred the Weave. This dangerous effect costs 200 spell points. When purchased, the spell becomes a living spell and instantly kills each Red Wizard that participated in the circle cast ritual unless they succeed on a DC 24 Constitution saving throw as Mystra’s fury courses through them. New Feats The practice of Thayan circle magic has led to the creation of several new feats: Circle of Duplication Prerequisite: Thayan circle caster feat, ritual caster feat or ritual caster class feature When you serve as the focal point for a Thayan circle cast spell, you may attempt to manifest your spell’s effect twice when the ritual completes. If you do, the spell’s base DC is half of its normal value, determined after all adjustments from your ritual are compiled in. You choose new targets for the duplicated spell. Circle of Hunger Prerequisite: Thayan circle caster feat, ritual caster feat or ritual caster class feature When you serve as the focal point for a Thayan circle cast spell, you may attempt to siphon additional energy from each caster other than yourself participating in the ritual. This decision is made at the end of each minute that you spend casting your ritual, and once made each caster other than yourself automatically loses their highest-level unused spell slot unless they succeed on a Constitution saving throw. The DC for this saving throw is: DC = 8 + your spellcasting modifier + your proficiency bonus + the number of rounds in this ritual that you’ve used this ability A spellcaster that fails this saving throw and has no spell slots remaining falls unconscious and is no longer able to participate in the current circle casting effort. Any spell slots lost by the circle casting participants may be used by you in your ritual’s final effect, and the original caster regains spell slots lost in this manner when they complete a long rest. Thayan Circle Caster Prerequisite: Intelligence of 18 or higher, Red Wizard of Thay with 8 or more wizard levels, must have received a unique arcane blessing from Szass Tam, ritual caster feat or class feature You have been blessed by Szass Tam himself and have become a conduit for enhanced arcane power. You may participate in Thayan circle casting. 71
Thayan Backgrounds Characters that hail from Thay aren’t necessarily evil. They, as with characters from any other land, are defined by their actions and their free will. However, certain backgrounds are only available to those that began their heroic journey in this evil place. Blank Slate The first thing that you can remember of your life is emerging from the ruined laboratory. You were in agony, mentally and physically, and to this day haven’t discovered anything about what caused you to be in Thay. You are both drawn to that mystery as well as repulsed by it, because once you discover what gave you your scars, you can never unlearn it. Skill Proficiencies: Survival, and choose one from: Arcana, Athletics, Intimidation, Persuasion, Stealth Languages: Deep Speech Tool Proficiencies: Disguise kit or thieves’ tools Equipment: A Thayan trinket, a locket that contains a small portrait of an old person that you don’t recognize, a small glass vial with what appear to be shed skins (snake, insect, or other similar creature), a fancy signet ring, shredded clothes (noble’s, sailor’s, or soldier’s), a shovel, and a small cedar box that contains 14 gp. The coins are at least 60 years old. How Did I Get These Scars? Upon emerging from the ruins you either saw your scars in your reflection or someone pointed them out to you. What are they? Where are they located? Do you really want to know? Location of Scars d6 Command 1 Across your face and cheeks 2 Covering your arms 3 All across your legs 4 Haphazardly across your back 5 Encompassing your chest 6 Marring your hands and wrists Type of Scars d6 Command 1 Dozens of small, perfect circles 2 A series of deep slashes that have rudely healed 3 The faint remains of medical stitches and staples 4 Deep purple tissue that is intensely itchy 5 Bright white, old scar tissue that is always warm 6 Gibberish arcane runes that occasionally weep green fluid Feature: Starbonded When you are presented with an aberrant creature’s natural form, you instantly recall some esoteric bit of lore about that creature. Usually, this information regards the creature’s favored diet or habitat, but on rare occasion you may know that creature’s name. When this effect is triggered, your scars grow slightly larger or more numerous. If this effect is triggered because you saw a starspawn creature, you feel both kinship and intense revulsion. Your DM might rule that this effect may only happen once per day, or that the information only comes to you when you next fall asleep. 72 Chapter 4: Heroes from Thay
Expatriate Mage You, and others, were being tutored by a zulkir’s trusted advisors. As a fledgling Red Wizard, you were destined for greatness should you survive your training. You experienced a great many things during your classes, though, and slowly you were the only person left in your training class. When you found out what happened to your classmates you were left with more questions than answers, and ultimately decided that the sacrifices that Thay requires just aren’t worth your time and effort. You abandoned your training, possibly forsaking the path of magic altogether, and swore that you would only return to mete out justice for all the wrongs you witnessed. Feature: Student of Evil You are familiar with the Zulkir that you trained under, and know the information presented in their description elsewhere in this supplement. You may not have spent significant time with them directly as your training was primarily handled by their advisors, but your awareness may open (or inadvertently close!) doors when speaking with other people, especially adventurers, merchants, and nobles. Similarly, the Zulkir may have a bounty on your head for your safe (or otherwise) return. Skill Proficiencies: Arcana plus one other (your choice) Languages: Choose any two Equipment: A Thayan trinket, a ruined spellbook that once belonged to one of your peers, a scroll tube that contains four preserved humanoid eyeballs, a necklace with a trio of tiny crystals that have been woven together with silver filigree, asset of traveler’s clothes, and 20 gp. The School of Sacrifice What did you give up in order to enter tutelage? What concessions did you make to stay there? Sacrifices and Concessions d6 Command 1 You had to give up your family; they were disappeared by the zulkir’s enforcers, but you entered into your education for free. 2 As you became close with your peers, they were removed from class. You never heard from them again, and the administrators didn’t recognize their names or descriptions when you inquired. 3 You had to give up part of your eternal soul. 4 You had to accept part of the zulkir’s soul into yourself. You have no control over or communication with this fragment, but its presence mars your existence. 5 You had to swear an oath to Thay upon pain of eternal torment, and you’re convinced that actions taken against Thay would result in excruciating retaliation. 6 You willingly accepted a curse that causes you to lose your memories if you act against Thay. You have no idea how much you’ve already forgotten. Chapter 4: Heroes from Thay 73
Thayan Deserter You were a soldier in the Thayan army, beholden to a Tharchion, Tharchioness, or Zulkir that sought to deploy you against the enemies of the magocracy. Over time you grew to question your orders, quietly at first and then more loudly. One way or another you deserted your post and abandoned your commission. The memories of the atrocities that you were party to, or that you committed, echo in your mind to this day. Skill Proficiencies: Choose two from among Athletics, Medicine, Perception, Survival Tool Proficiencies: Choose one type of gaming set and one vehicle Equipment: A Thayan trinket, Thayan citizenship papers, a memento from a member of your platoon or commander (Tharchion, Tharchioness, or Zulkir), a small booklet of Thayan propaganda, and a pouch containing 10 gp. A Step Too Far Before you decided that enough was enough and abandoned your post, you were commanded to perform one questionable activity after another. The memory of the final command haunts you to this day. The Final Command d6 Command 1 Your discovered your commander was magically charming other members of your platoon. When you voiced concern, you were awarded a promotion and removed from field duty. 2 After several weeks of raids that left caravans destroyed and their supplies completely raided, you found the raider’s lair. Upon discovering that the raiders weren’t quite adults, you were told to recruit them or to let the necromancers do it. 3 You had guarded the tollhouse for several mostly uneventful months near the distant border. One day while inspecting a wagon, you found it was full of children who were being smuggled out of Thay while their parents stayed behind, so the children might have a better life. Their plight resonated with you on a deep level. 4 War is terrible for many reasons, but you’ve been unable to reconcile your bloody actions against the reasoning that your commanders kept presenting. 5 Your unit was always assigned to clear the battlefield. The aftermath became too much to bear, and the dead seem to be getting younger and younger. 6 After being told for years that the outside world was filled with monstrous people, you were shown kindness after sustaining a life-threatening injury. Their openness has caused your perceptions to shift. Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. (This feature originally appeared in Van Richten’s Guide to Ravenloft.) 74 Chapter 4: Heroes from Thay
Popular Thayan All-gender Given Names Ahlund Baezr Desz (“Dess”) Eluphond Javvath Laed Laetamm, Laetan Lavvak Ohjo Orbral Qeldyn Qes Rarm Rararru Sylru Taerith Tammadanth (“Tam”) Tarou Tazza Yand Popular Thayan Female Given Names Amma Apharra Baraed Faej Gazornra Gorra Haethe Imsrae/Imsra Indra Jessa Kaele Kalva Olone/Olorne Phondra Taela, Taelra Talgem Uoumra Vraeya Yalakra Zobeia Thayan Equipment Treasure acquired in Thay may hail from anywhere, but the pride of all Thayans may well dictate that the item was locally manufactured. As discussed elsewhere in this book, Thayan metalwork is highly sought after and features indicative qualities, but this is not the extent of their customized works. Potions All Thayan potions are thick like syrup. This is due to the vegetable oils that they use during the brewing process. The thickened nature helps to keep the potions from breaking down in the often extreme and prolonged hot weather. Skaerath Across Thay, Red Wizards make use of standard carry-kits of material components for commonly-used Red Wizard spells. Known as skaerath, these oval-cornered, rectangular leather cases are about as long as an adult human forearm, half that wide, and half as deep as wide, that fasten with many bone toggles through leather-thong loops. They have broad back-straps for fastening to belts, but are customarily worn with over-one-shoulder baldric straps to hang at hip, and are black, emblazoned with a circle of eight scarlet wisps of flame (representing the zulkirates). Any Red Wizard can commandeer a replacement skaerath, in the same fashion as they’d procure a replacement mount, from stores kept ready at any Thayan fortress, barracks, naval base, civic government building, and Red Wizard compound gatehouse. Chapter 4: Heroes from Thay Popular Thayan Male Given Names Adjalar Baerkoun Dulvur Evdyn Jarand Joront Koenar Kultuul Malkom Manthur Morrakaur Navrant Oskral/Oskrul Parlrend Qinndur Ruz Skoum Talat Vrayd Zuskar Most Popular Thayan Family Names Amru Azanth Gaddanth Hondur Hone Ilmram Ilvur Kalist Kadorn Lorkhuul Meilor Morgast Nurmarl Presqur Qilhurth Quaund Sulkoond Tartram Tjassim Ulgast Spell Scrolls The scrolls often take the form of an elongated triable, so that they come to a point at the bottom when unrolled and resemble in shape the banners used in the Vilhon Reach and Lake of Steam regions. These scrolls are treated to resist fire, heat, and long-term desiccation; these treatments make them a deep golden-brown in hue and aren’t magical in origin. For easy readability, symbols and words written on them to convey spells are red-hued and bear elegant accent marks. Thayan spell scrolls are often written with inks that include the blood of the scribe mixed with flecks of Thayan-mined copper or silver. Port Nyanzaru  I heard a priest of Kossuth praise them once, but outlanders have strange ideas. The traders hereabouts trust their scrolls and the daggers they sell that can be commanded to glow like a lantern, or go dark again; the one doesn’t rot, and the other doesn’t rust. Yet other traders who sail here revile them, and avoid them whenever they can, and speak of them as spies or worse. They’ve never been less than polite to me, but then, they want to buy the spices and the wines and the bars of purest smelted metal I sell. So I smile, and they smile, and we do business. But they are not among those I’d turn my back on. —Chonzra Uday, Harborsar Trading House, Old City 75
Thayan Trinkets d20 Weapons Superior Thayan swords, enchanted or not, almost always have grips made of polished stone, most commonly turquoise or jade, and are capped at their ends with brass fittings. They rarely bear wire- or hidewrapped handles. Common Thayan adornments are stylized snake heads with their jaws open and fangs bared, or ragged leaping flames with the tongues of those flames pointing at the tip of the blade to symbolize the power and favor of Kossuth. It is a common practice among Thayan smiths to cap the pommel of a weapon that is intended to be enchanted with a large gem, but only if they are certain that such a fine work will be retained by a Thayan national. Thay’s slavekeeping history led to the development of a supposedly non-lethal weapon now used by many Thayan gateguards and houseguards to drive off would-be intruders when they want such undesirables to stagger away bleeding rather than end up as (inconvenient to explain or dispose of) corpses: the goad. Goads are ten-foot-long (or shorter) whips tipped with a pointed-both-ends metal “finger” or a tiny grapnel with sharpened points. A goad does 1d6 slashing damage and has the finesse and reach properties, but unlike most whips, goads cannot coil around creatures or objects to entangle or grapple them, even if tipped with grapnels. The general attitude in Thay these days is that anyone who uses a goad on a slave is a wasteful fool, and that being attacked with one is an insult to the attacked. Most Thayans only see them used for crowd control. 76 Trinket 1 A brilliant red velvet pouch filled with bright blue sand 2 A gilded goblet with gaudy but fake gems 3 A wooden walking cane shaped like a stork 4 An ornate key for an unknown lock with the head fashioned into a leering skull 5 A 6-inch bronze statuette of a Loxodon bearing a spear 6 A small spool of very fine and flexible silver wire 7 A bottle of purple ink with a stamp in the shape of a rearing horse 8 A pendant fashioned in the shape of a scale with an equal number of coins on both sides 9 A black hairpin made out of some unknown but incredibly flexible material 10 A brass coin featuring the same embossed crown on either side 11 A large glass marble that works like a snow globe depicting a winter forest 12 A chipped but obviously very fine porcelain teacup with light blue floral etching 13 A belt buckle shaped like a lizard man 14 A deck of cards depicting famous Tharchions 15 A silver signet ring shaped as the head of an owlbear 16 A specimen tube containing a long and hollow tooth from some unknown creature 17 A brass circlet shaped like a fork of lightning 18 A chunk of amber encasing a small and toothy frog 19 A monocle when worn revealing heat signatures but leaves the wearer dizzy 20 A well-worn cockatrice plushie toy Candlekeep  A handy source of useful magic, from glowing globes to alarm-shouting locks on doors and chests. If only one could trust the source more. The Watchful Order tests Thayan-sold items often for signs of spying side-enchantments and the like, and I’ve never heard that they’ve found anything, myself, yet they test anew every season—and that should tell you something in itself, shouldn’t it? —Almarra Tethtar, Almarra’s Scents and Finery, River Street, Trades Ward Chapter 4: Heroes from Thay
CHAPTER T Creatures of the Plateau he Red Wizards of Thay are no strangers to dangerous creatures. Some of the creatures that live in Thay aren’t native to the region, as they have been created by the vile wizards using bits and pieces of other creatures. Other creatures that are commonly found across the Forgotten Realms are different here thanks to their influence. Fey Creatures The Feywild’s presence is rarely felt in Thay. Fey and fey-touched creatures have few reasons to linger in this area, often referring to the region surrounding the Thayan plateau as a blight upon the world. Even so, darklings and redcaps find themselves drawn here, likely out of spite for the world at large or because of the perceived slights of the Summer Queen in years gone by. Their skills as assassins and thieves make them ideal allies for the Red Wizards. Goblinoids Goblins, hobgoblins, and their ilk aren’t commonly found in Thay as they’ve been routinely hunted and driven out by the Red Wizards for centuries. Those that remain are either there in secret or because they’ve been forcibly recruited by the mages. In such cases, the creatures have advantage on a single skill—a clan of goblins living in secret in a cliff-side cave might have advantage on Dexterity (Stealth) checks, for example, while a pair of family bonded and vicious hobgoblins in service to a zulkir may have advantage on Charisma (Intimidation) checks. Monstrosities The Red Wizards have learned much from the remnants of the ancient Empire of Netheril. They have long worked to continue the research that those elder wizards began, especially around the creation of new Chapter 5: Creatures of the Plateau creatures by merging two or more existing creatures together, so adventurers may find monstrosities like ankhegs, cockatrices, hippogriffs, and owlbears are more common here than elsewhere in the Forgotten Realms. In some cases, these creatures may have an additional appendage or other body part that reflects Thay’s ongoing efforts. When a monstrosity is encountered in Thay, roll a d20. On a result of 20, the creature has one extra feature chosen from the following: • Can speak and/or understand one language • Has one extra limb. This does not add any attacks or increase the creature’s CR. • As an action it can hover in place at a height of no more than 6 inches from the ground by flapping its wings. If it does not have wings in its normal form, it has frail, nearly vestigial wings. This does not grant the creature flight. • The creature is much larger or smaller than normal. This does not change a creature’s stats—but imagine seeing a bulette-sized cockatrice! Star Spawn As the years have marched on, the Red Wizards have expanded their efforts into the summoning and attempted control of creatures that defy traditional description. They’ve amassed a significant well of knowledge concerning aberrations such as aboleths, beholders, and the various hues of slaads, and in so doing have become aware of the presence of the star spawn. These creatures are reportedly the emissaries of powers not native to the Forgotten Realms, and the Thayans are irresponsibly eager to broker deals with those powers. Once brought to the Realms, star spawn creatures take on a variety of shapes and sizes and can be exceptionally hard to eradicate. Star spawn encountered within the borders of Thay often take on forms suited for stealth and subterfuge. 77
While star spawn aren’t prevalent in the tharches, the tales that survivors tell almost always refer to worm-infused masses of unknowable flesh that undulate in impossible ways while consuming everything around them. Such vile creatures are generally found in pairs, nestled deep within subcellars or ruined battlefields, and seem ruinously drawn to magic items—or those with magical ability, especially clerics and paladins. Once a star spawn has devoured a creature, it can adopt that creature’s general form though it will retain much of its star spawn appearance, such as possessing bubbling, oily flesh, joints that hinge at inappropriate angles, extra or vestigial limbs and appendages, and so on. Kyuss The ongoing efforts of self-proclaimed Zulkir Dar’lon Ma have led to an increased number of star spawn being spotted in and around the Forgotten Realms, nearly all of which center on the legend of the longdead deity Kyuss. Also known as The Worm that Walks, Kyuss is an otherworldly being, an ancient evil that waits to be permitted back into the world 78 at-large. It works through its agents across Faerun to build loyalty while tearing down those that would prevent its return. Undead While most of the world believes that the nation of Thay is teeming with undead, the reality is equally more mundane and more fantastic than that. Undead are common enough in and around Thay’s military encampments and, just like elsewhere in the world, a zombie or skeleton may be encountered by travelers, but whereas adventurers the world over might treat those creatures as vile monsters to be eradicated, the people of Thay know that randomly discovered undead are to be returned to the nearest Red Wizard enclave, fort, or encampment without harm. In some cases, these errant undead are intentionally placed by the Red Wizards. When a random encounter with undead takes place within the borders of Thay, roll a d20. On a result of 20, one or more of the creatures is sharing its senses with a nearby Red Wizard as if it were a familiar.
Bogmaw Gargantuan monstrosity, unaligned — Armor Class 17 (natural armor) Hit Points 181 (11d20 + 66) Speed 40 ft., swim 40 ft. — STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 2 (−4) 10 (+0) 7 (−2) — Skills Perception +8 Damage Immunities acid Senses darkvision 60 ft., passive Perception 18 Languages — Challenge 12 (8,400 XP) Proficiency Bonus +4 — Hold Breath. Bogmaw can hold its breath for 1 hour. Multiple Heads. Bogmaw has five heads. While it has more than one head, Bogmaw has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever Bogmaw takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, Bogmaw dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. Bogmaw regains 10 hit points for each head regrown in this way. When a new head is grown, roll a d20; on a result of 18 or higher, the new head has horns. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While Bogmaw sleeps, at least one of its heads is awake. Bogmaw The wetlands of Thay are rife with terrible monsters, some of which were transported into the area by the Red Wizards themselves to keep “intrepid heroes” at bay. One such terrible monster was the legendary Bogmaw, a hydra of near-unimaginable size that laid waste to numerous villages and farms before it was defeated. The Thayans, impressed with the creature’s savagery, sought to duplicate its powers and might; their efforts would soon escape their grasp, though, as the goats they were experimenting upon escaped into the wilderness. Reportedly, only one now remains and those that have witnessed the aftermath of its passage believe this to be Bogmaw returned—most people have no idea that the original hydra is long gone and only this tormented monstrosity remains. Actions Multiattack. Bogmaw uses its bite or headbutt actions to make as many attacks as it has heads. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Headbutt (horned heads only). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is knocked prone unless they succeed on a DC 18 Strength saving throw. Bonus Actions Clamp Down. If Bogmaw hits the same target with 2 or more bite attacks in a single turn, it can use its bonus action to grapple that target (escape DC 18). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Bogmaw can’t use the same head on another target. Chapter 5: Creatures of the Plateau 79
Many-hued Goat Not all Thayan projects revolve around conquest or subjugation. The many-hued goat, for example, is the result of a merchant’s desire to have a range of vibrant fabric colors available for sale without having to use expensive dyes and rare pigments. The merchant invested heavily in arcane research that would grant her the ability to speak a command word at a goat which would cause that goat’s flesh and coat to immediately change to the desired color. Once the project was deemed a success, additional efforts were made to ensure that this bloodline of goats would possess this ability for the rest of their days. Many-hued Goat — Armor Class 11 (natural armor) Hit Points 19 (3d10 + 3) Speed 40 ft. bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. — STR DEX CON INT WIS CHA Reactions Medium beast, unaligned 17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2) — Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 — Actions Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) 80 Color Shift. If a creature speaks the name of a color in Common or a Thayan dialect and the many-hued goat is conscious and can hear that creature, the goat uses its reaction to cause its flesh and hair to immediately become that color. It can’t adopt more than one color at a time. Any hair that is removed from the goat retains its last color forever; such coloration is immune to effects like fading from sunlight, washing out from abrasive or chemicals, and staining from grass, foods, mud, blood, and so on. Chapter 5: Creatures of the Plateau
Protodracolich While the Thayans aren’t allies of the Cult of the Dragon, they grant them a small measure of begrudging respect. The secrets of transforming a dragon into a dracolich have long been held tightly by the Cult, but now the Red Wizards are inching closer to success in their own research into the matter. The process used by the Thayans is especially dreadful and mutilates the test subject, magically marring them beyond repair. Draconic Nature. Despite their undead nature, a protodracolich retains many of qualities of their draconic heritage. Even so, they lose some of these qualities due to the horrific nature of their transformation. Undead Nature. A protodracolich is an abomination, even where undead creatures are concerned. The secrets held by the Cult haven’t been fully unraveled by the Red Wizards, so these undead creatures aren’t as powerful as their kin. Protodracolich Template The Red Wizards have yet to create a dracolich using anything older than a wyrmling, as all other efforts have failed. When a wyrmling becomes a protodracolich, it retains all its statistics except as noted below. Befouled Breath Weapon. A protodracolich’s breath weapon deals an extra 6 (2d6) points of necrotic damage. Dual Nature. A protodracolich is both a dragon and an undead creature. Languages. A protodracolich can’t speak, but it can still understand any languages that it knew in life. Lifespan. A protodracolich’s life span is approximately one year. After this time, the magic energy used in the transformation ritual unravels and the protodracolich dissolves into a disgusting puddle of putrid chunks. Only a wyrmling can be subjected to the protodracolich ritual. Senses. The protodracolich loses all ability to use its eyes. So long as it can hear, it is aware of the location of any creatures—even those that are hidden or invisible—within 30 feet of it. Vulnerabilities. A protodracolich is vulnerable to healing magic and effects. If a spell or effect would heal it, it instead suffers that amount of healing as if it were unpreventable damage. If a spell or effect would return it to life, it is instead immediately destroyed. The ritual that transforms a wyrmling into a protodracolich destroys its soul. Chapter 5: Creatures of the Plateau Sample Protodracolich Below, the protodracolich template has been applied to a black dragon wyrmling. Black Wyrmling Protodracolich Medium dragon undead, chaotic evil — Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., fly 60 ft., swim 30 ft. — STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1) — Saving Throws Dex +4, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +4 Damage Immunities acid, poison Damage Vulnerabilities see below Condition Immunities poison Senses blindsense 30 ft., passive Perception 14 Languages understands but can’t speak Draconic Challenge 2 (450 XP) Proficiency Bonus +2 — Amphibious. The protodracolich can breathe air and water. Blindsense. The protodracolich can’t use its eyes but has developed an innate blindsense. So long as it can hear, it is aware of all creatures within 30 feet. Vulnerable. The protodracolich takes damage from healing magic, and effects that would return it to life instead destroy it immediately. Its soul has been destroyed. Dual Nature. A protodracolich is both a dragon and an undead creature. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 6 (2d6) necrotic damage and 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. 81
Poltergoat The Red Wizards have long sought to find ways by which to give their soldiers spell-like abilities without giving them actual spellcasting power. One such experiment led to the mages attempting to give creatures the ability to shift between the prime material plane and the astral plane at will. After the initial theorycrafting was complete and the runic work began, they turned their gaze upon the local goat herds for experimentation. Unfortunately, they only succeeded in making invisible goats. Today these goats are considered feral and there is an unknown (but assumedly large) number of them. The wizards attached to the project were slain by Szass Tam out of spite. Poltergoat Medium monstrosity, unaligned — Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover) — STR DEX CON INT WIS CHA 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) — Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 — Incorporeal Movement. The poltergoat can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 82 Invisibility. The poltergoat is invisible. Sunlight Sensitivity. While in sunlight, the poltergoat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. Telekinetic Thrust. The poltergoat targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergoat makes a Charisma check contested by the target’s Strength check. If the poltergoat wins the contest, the poltergoat hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn’t being worn or carried, the poltergoat hurls it up to 30 feet in any direction. The poltergoat can use the object as a ranged weapon, attacking one creature along the object’s path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. Chapter 5: Creatures of the Plateau
PART II Intrigue in Eltabbar
T hay. What an effective conversation killer. Even a casual mention of this nation while in polite company frequently brings talk to an abrupt halt. No other realm, with the mere naming of it, provokes such a visceral reaction. The bare utterance alone evokes images of terrible magics and hordes of terrifying undead. And that reputation is well earned. For decades the nation of Thay has schemed and meddled in the affairs of nations all across Faerûn. Its fierce and frightful reputation aside, in practical terms, Thay itself in many respects is much like any other nation in the Realms. It is filled with farmers, craftspeople, artisans, bureaucrats, men, women, children—ordinary people pursuing the daily and mundane tasks familiar to all. While Szass Tam and the Red Wizards certainly reign supreme, such matters have very little impact on day-to-day life in Thay. It is against this backdrop where this adventure begins. The characters can be native Thayans or foreign adventurers in Thay for any conceivable reason. Whatever reason brought them to Thay, the characters find themselves at The Stone Wizard, a popular and walled inn located in the Tharch of Eltabbar at the point on High Road where the Szul road branches off to the west. The characters are at The Stone Wizard for a meeting. They have learned either through an intermediary or a gleaned rumor that a local governmental official named Prim Handor is looking to retain the services of a group of capable adventurers. Adventure Summary There are very few loci in all of Faerûn that are as much of a hotbed of political intrigue as is the Capital City of Thay, Eltabbar. The characters, hired for an innocent enough job of delivering a packet to an individual in the capital city, quickly find themselves caught up in a conspiracy to assassinate the Tharchion of Eltabbar, Aumaund Halarkoun. The primary conspirators are Nurush Xamaroth, one of the Seneschals of Eltabbar, and Gafna Bilton, a prominent member of Eltabbar’s criminal underground. Ultimately, the fate of the assassination attempt ends up being in the hands of the characters. Level Progression This adventure is written for four 1st-level characters. Should the characters survive the giant hyena attack during their meeting with Gafna Bilton, they will advance to 2nd level. Finally, should the characters successfully complete Gafna’s three tasks, they will ascend to 3rd level and be ready for the final section of the adventure. 84 The Stone Wizard Positioned on the west side of the well-maintained High Road in the Tharch of Eltabbar behind an aged 10-foot curtain wall sits the sprawling lodge known as The Stone Wizard. It is so named because of the weathered and hoary statue of a mage caught in mid spell cast located in front of the inn. Whether this effigy is merely a well-aged sculpture or the ancient remains of a mage turned to stone in a long-ago spell duel as is commonly rumored, it has become the centerpiece of a well cultivated garden and walk that lead up to the famous inn’s great door. The building itself is of uncertain age and has been added onto many times over its history. While the wall that surrounds the lodge is sound, the iron gates at the main entrance have not been closed in years. The Stone Wizard is a widely known and accepted neutral ground and welcomes all visitors who obey the rules. Those rules are simple and only twofold—1) no fighting; and 2) mind your own business. The rambling building itself is a warren of private dining rooms, secluded booths, and discreet tables. The Stone Wizard is currently owned by Jago Xander, a reserved, slender, and swarthy Thayan (use stats for conjurer from Volo’s Guide to Monsters) who oversees the entire operation. Adventure Start The characters start off with knowing only the name of the potential hiring agent, Prim Handor, and the location of the meeting, The Stone Wizard. Prim has been tasked by his employer, Nurush Xamaroth, to hire a group of adventurers to travel to Eltabbar (city) and deliver a packet to a minor bureaucrat in Eltabbar (city), Lavas Gurza. Lavas works for the Department of Sewer and Water in Eltabbar. What Prim does not know is that Lavas Gurza is in the employ of a woman named Gafna Bilton, a notorious figure in Eltabbar’s criminal underground. The packet then, in effect, is for Gafna Bilton, not Lavas Gurza. Lavas is simply the intermediary. The packet is magically keyed to Gafna via a variation of the arcane lock abjuration spell. Prim does not know the contents of the packet and should sternly and repeatedly warn against any attempts to open or otherwise investigate the packet’s contents. Through question-and-answer roleplaying, the characters can learn any of the following from Prim: • Prim is an administrative assistant to Nurush Xamaroth, one of several Seneschals in Eltabbar who serve at the pleasure of the Tharchion, Aumaund Halarkoun. • In the Tharch of Eltabbar, a Seneschal is a sort of regional governor responsible to taxing and other administrative functions. Part II: Intrigue in Eltabbar
• Prim has been instructed by his superior, Nurush, to hire a group of adventurers to deliver a packet of materials to Lavas Gurza, a bureaucrat employed by the Department of Sewer and Water in the city of Eltabbar. • Prim instructs that the characters are to seek out Lavas Gurza at the Pheldanther’s Gambling Club which is located just outside of the Daerath Market in Eltabbar (city). • Prim does not know why Pheldanther’s Gambling Club was the chosen meeting place. • Prim does not know the contents of the packet. • Prim does not know Lavas Gurza and cannot describe him. • Prim does know that the contents are none of his business nor that of the characters’. • The packet is magically sealed and his employer will know if the packet has been tampered with in anyway. • Prim will pay 10 gp to the party to deliver the packet. He has been instructed to pay the amount in full up front. • Prim gleefully informs that taking the Seneschal’s money and then not performing the agreed upon task is tantamount to suicide. • Finally, he stresses to the characters that discretion is a must and if the characters run into any trouble with the authorities, they should not expect rescue from Prim or his employer. Prim Handor A pale complexioned and paunchy man of middle years, Prim Handor always attempts to dress to impress. His intention is to communicate through his garb that he is a man of refinement, importance, and wealth. In reality, he is none of these things. Prim (use stats for commoner from the Monster Manual) is one of a number of undersecretaries to one of the Eltabbar’s seneschals, Nurush Xamaroth, who in turn serves the Tharchion of Eltabbar, Aumaund Halarkoun. While he has never even met Tharchion Halarkoun, Prim is endlessly puffed up with pride at his distant relationship to the man. Prim has all of the grasping ambition of a true Thayan bureaucrat, but none of the actual abilities of a successful one. As such, he makes for a perfect stooge. While inflated with notions of his own self-importance, in this tale he is a mere pawn for powers far beyond his reckoning. Part II: Intrigue in Eltabbar In effect, Nurush Xamaroth, is sending a message to Gafna Bilton, a kingpin of sorts in the criminal underground of Eltabbar. Nurush already knows Gafna well as she is a longstanding associate of his. Lavas Gurza is a red herring intended to keep Prim from suspecting that Nurush and Gafna are confidants. This simple ruse is intended to keep Prim from suspecting a possible relationship between Nurush and Gafna Bilton. After delivering his instructions to the characters and after admonishing them a final time about opening the packet, Prim passes the packet to the characters. It is a paper packet that is roughly 8 × 11 inches and 2 inches thick. It is comprised of some sort of waxy brown paper and bears the seal of Eltabbar. Prim has nothing further to offer the characters by way of either information or supplies. Nurush has carefully kept his minion ignorant of any details that might compromise any of Nurush’s plotting. Should the characters ignore Prim’s repeated warnings and investigate the packet before delivering it, a successful DC 12 Intelligence (Arcana) check reveals that the packet was ensorcelled in some manner. Further, if detect magic is cast on the packet, it radiates faint abjuration magic. Finally, a successful 85
DC 12 Intelligence (Investigation) check informs that once the packet has been opened, there is no way to disguise that fact to the ultimate recipient (Lavas Gurza/Gafna Bilton). All that aside, amidst the copious packaging, there is a simply folded piece of paper with the message in nondescript handwriting: “Move to the next phase. I hope the attached prove useful to you.” If the characters do open it, find and read the note, it might very well occur to them: “Why would someone with such arcane resources hire adventurers to deliver a simple note? Why indeed.” It is only 20 miles or so from The Stone Wizard to the city of Eltabbar. Probity Corps Check Point Check points are far from uncommon in Thay. Such is one of the realities of living under authoritarian rule. Of all the roadways accessing Eltabbar, the High Road to the capital city of Eltabbar sees the most traffic into and out of the city. Because of this fact, it is a frequent location for law enforcement check points. One such check point is in place as the character make their way towards the city. This check point is being run by Probity Corps operators. Present at this check point are two Probity Corps Inquisitors (use mage stats) and four Probity Corps Troopers (use guard stats). The characters should have plenty of warning that a check point is ahead. A successful DC 10 Wisdom (Perception) check notices that other travelers hundreds of yards ahead of the characters are being stopped and asked questions. Even if this check is failed, once the characters get to within 100 yards of the check point, they cannot fail to notice the traffic back up/queue being formed because of the check point. Of the array of options before the characters, if they attempt to bypass the check point and go around it, they can attempt a DC 14 group Dexterity (Stealth) check or strike out cross country to circumnavigate it, requiring a successful DC 12 Wisdom (Survival) check to keep from getting lost. Should they wait their turn and go through the check point, they will be asked some pointed questions by one of the Inquisitors including: • • • • Where are you headed? Where are you coming from? What is your Tharch of origin? What is your business in the capital city? If the characters are obviously outlanders, the Inquisitor will comment, but being an outlander in Thay is not necessarily a crime in and of itself. The Inquisitors 86 are not looking for the characters. Any reasonable answers will get the characters past the check point. In the stead of plausible answers, a successful DC 10 Charisma (Persuasion) convinces the Inquisitors to let them pass. The point of this encounter is not to be a hurdle or a major challenge for the characters. It is to impart the extent to which Thay is a police state and the need for discretion while operating within its borders. Eltabbar City The journey to the capitol city of Eltabbar is short (approximately 20 miles) along the well-maintained High Road. As the characters approach the city proper the farmsteads and ranches give way to gated estates and elaborate country villas. After passing through the gates into the city proper, the sprawling city lies before the characters. It is a riot of winding streets, walled compounds, and opulent manor homes. Express signs and signals of wealth are everywhere in the form of elaborate fountains, fanciful statuary, and carefully terraced gardens. Beyond the obvious wealth of the city, law enforcement is also quite prominent in Eltabbar. This includes patrols of Thayan Knights, groups of private armed guards and militia, and small groups of cloaked individuals openly bearing Probity Corps insignia, a circumstance uncommon other than in the capital city and in the Thaymount itself. Finally, it is immediately clear to anyone visiting the city that foreigners and outlanders are few in number and not frequently seen here. In fact, if the characters do not make reasonable precautions against being recognized as such, a successful DC 10 Wisdom (Insight) check reveals that their presence is drawing the attention of law enforcement, most notably the Probity Corps. The characters can easily find their way to the Pheldanther’s Gambling Club in Daerath Market by Eltabbar, the Capitol City The city of Eltabbar is the current capitol of Thay. As such, it features the most conspicuous displays of wealth and power anywhere in Thay. The city’s recent history is one marked with ambitious expansion and building projects noted for their competing opulence. “Tabar,” as the city is called by most citizens, contains homes for most of Thay’s nobility regardless of their tharch of origin. Anyone of significant power or influence in Thay, or desires to attain a measure of the same, keeps quarters in Eltabbar. Part II: Intrigue in Eltabbar
either asking just about anyone or by simple exploration. Unlike the rest of the city, Daerath is a warren of narrow and cramped alleys where the crowds are close and tight. Should the characters have attracted any unwanted attention from law enforcement, the Market is a great place to give them the slip. The notorious Pheldanther’s gambling club stands on the north side of the Daerath Market. Stationed just outside the entrance of this rambling structure are two well-armed and battle-scarred bouncer/ guards. After giving the characters a once over, they allow them to pass with a nod. Once inside, the characters are greeted by a cacophony of noise and a hive of activity. Players gather around tables playing various games of chance. No matter the time of day, there are dice games, card games, as well as games set up with battle-boards featuring what look like miniature armies actively in progress. Among the players hovering over and around these tables, servers expertly weave their way through the crowd dropping off ordered food and beverage to the assembled gamblers. These servers stream though a set of swinging double doors behind which is the kitchen. Adjacent to and in front of the kitchen, is a broad and crowded bar. Many of the seats at the bar are taken by patrons who have their backs to the bar so that they can watch the action in the gambling hall. Finally, on the far side of the hall, a host stands behind a podium, watching over a section of private dining rooms and booths. Asking either at the bar or at the host’s stand after Lavas Gurza results in the individual asked excusing themselves for a moment after instructing the characters to wait where they are. A few minutes later, the queried individual returns and beckons the characters to follow. While being led back through this section of Pheldanther’s the characters cannot help notice the sounds of fighting and raucous cheers emanating from somewhere deeper in the complex. A successful DC 13 Wisdom (Perception) check reveals there is more than one source of noise, suggesting that several fights/combats going on at the same time. 87
The characters are led to a small private dining room wherein sits one individual sporting fine clothing and horn-rimmed glasses. Spread before this individual are stacks of papers and documents that he seems to be studying or organizing. Without looking up, he states, “I understand you were asking after me. Please come in and state your business.” Should the characters present the packet they were tasked to deliver, Lavas (use commoner stats) briefly inspects it without opening it. If asked about the noise, Lavas freely relates it is coming from the fighting pits, another featured attraction of Pheldanther’s. If asked further, he informs that the contests can be between wrestlers, armed combatants, and even between monsters and their challengers. Of course, bets can be placed on any of the contestants. After briefly inspecting the packet, he states something along the lines of, “Ah, this was not intended for me. I am merely the intermediary. If you will accompany me, I can take you to the true and intended recipient.” Lavas does not know Prim Handor or anything about him. He readily admits that he (Lavas) works for the Department of Sewer and Water in Eltabbar and finds it most “useful” to hold his offices here at Pheldanther’s. Finally, he is reluctant to reveal the name of the intended recipient of the packet, but a successful DC 15 Charisma (Persuasion) check convinces Lavas to reveal her name at least, Gafna Bilton. Beyond that, he will reveal nothing more beyond repeating his invitation to take you to her. Two Eltabbars Basic inequality in almost every possible respect is a fundamental reality of life in Thay. This disparity between rich and poor/powerful and weak is quite apparent in Thayan cities. Because Eltabbar is the current capital, the dissimilitude between classes is all the more obvious and spectacular. So, while a visitor cannot help but first notice the grandiose and express displays of wealth so prevalent in the city, the vast majority of the residents of Eltabbar live in very different circumstances that nowhere approximates this conspicuous luxury. It likely then should become quickly clear to a newcomer that there is the Eltabbar of the startlingly affluent and a second, “real” Eltabbar comprised of everyone else, from the desperately poor to the successful merchant class as well as the criminal to the middling bureaucrat. 88 Should the characters acquiesce, Lavas leads them deeper into the complex towards the roars and noise from the fighting pits. Opulent Barbarism After stepping out of the private dining section and joining what appears to be a main corridor that leads into the heart of the complex, the characters are led towards the fighting pits via a descending set of broad stairs. In a space that is roughly twice as large as the gambling hall above, visitors are greeted with a boisterous and intense scene. Inset in the floor are four separate fighting pits evenly spaced in this large hall. Each inset pit is surrounded with a railing over which spectators lean and shout encouragement or abuse onto the below combatants. The floors of each of the pits is roughly 15 feet below the floor of the hall itself and each pit is approximately 20 feet across in width. How the participants get into the pits is not immediately obvious. Paying the scene no mind at all, Lavas leads the characters through the crowd of spectators towards the very back of the hall and a smaller set of stairs that descend further. There are two bouts currently in progress: One featuring a hulking human wielding a massive club and little in the way of armor facing off against a much slenderer opponent bearing two slim swords. The other active pit contains what appears to be an ogre being circled by a trio of disparately armed fighters. Ignoring all of that, Lavas heads directly for the back stairs. The 15-foot staircase descends into a high-ceilinged chamber that is partially natural and partially worked/finished stone. The prominent features of this chamber include a finished hallway adjacent to the stairs that heads back the way the character came and towards the fighting pits. A glance down that hallway confirms the presence of four iron bound doors—the individual access points to the pits themselves. Further, on either sides of the chamber and pushed into naturally occurring recesses stand several large cages, some of them occupied. The most eye catching one is occupied by a pacing giant hyena that moves back and forth in its tight enclosure. A successful DC 12 Wisdom (Nature) check informs that the creature is agitated, presumably from a recent appearance in the pits. Other cages hold a pair of worgs, a lion, and a giant spider, all in different states of health. Near the tunnel sits a set of benches, a couple of low tables, and a weapons rack. A successful DC 10 Intelligence (History) check reveals that is where the Part II: Intrigue in Eltabbar
gladiators/combatants prepare before entering the pits themselves. Deeper into the chamber and away from the stairs/ pits sit a series of bins containing different powdered materials. The bins appear to hold three distinct powders of different colors: black, white, and yellow each in separate bins. Without careful inspection it is hard to discern what these substances are, but a successful DC 14 Wisdom (Perception) check alerts that the yellow material certainly smells like Sulphur. Finally, at the far end of the chamber, flanked by two armed guards (use guard stats), sits a dark-complexioned woman, a cast common to natives of Thay, dressed in dark colored and nondescript clothing. Without hesitation, Lavas heads in her direction obviously expecting the characters to follow. Without preamble, this woman speaks in a strong voice, “Ah Lavas, you have brought visitors. Who do we have here?” Lavas then turns addressing the characters, “This is Gafna Bilton, one of the owners of this establishment.” And without missing a beat continues, “Mistress Bilton, these individuals bear a package for you.” He then bows to Gafna, turns around, and heads back towards the stairs. The characters are left with Gafna looking expectantly at them. If the characters turn over the packet to her and they did not previously open it, she unceremoniously opens it, finds the note, and reads it nodding to herself. If the characters did open the packet before delivering it to Gafna, after inspecting it briefly, she says, “You opened it. Don’t worry about it. I would have done the same thing in your position.” and then proceeds with the packet as above. Gafna Bilton is looking to recruit some strangers, most preferably outlanders, to participate in an assassination of the Tharchion. She would like to use foreigners for this, because if things go wrong and the recruited outsiders are killed or captured, that minimizes the obvious connections to Gafna and her organization. Through a series of intermediaries, Nursh Xamaroth arranged this meeting because his coconspirator, Gafna, has needs of operators in Eltabbar that are otherwise unknown in the city. What better than a group of adventurers looking for some coin. But at this point, she will neither reveal the nature of her relationship with Xamorth, or even that there is a relationship in the first place, nor will she mention in any way the greater conspiracy to commit an assassination that she is participating in. Part II: Intrigue in Eltabbar Through question-and-answer roleplaying, the characters can learn any of the following from Gafna: • She is one of the owners of Pheldanther’s. • She is not at liberty to reveal the identity of the other owners. • She is involved in many enterprises in and around Eltabbar. • Many of these endeavors are of the illicit/ illegal sort. • Thay is an ordered and strictly governed society. • Gafna has need of assistance that is best handled by those not known in Eltabbar. • The bins of powdered materials are for a “side project” that it is best the characters don’t know about. • Gafna will pay 25 gp to each character for completion of each of her tasks (see below). • The monster combatants for the pits are collected/ captured typically from the Tharch of Gauros. Hyena Rampage At some point during the exchange between Gafna and the characters, the caged hyena, with a mighty growl, bursts through the improperly locked door of its cage and rushes in a rage towards the characters. Gafna’s guards pull her towards the back of the cavern where there is a passage that eventually leads to the sewers in the city. They will not fight the hyena unless absolutely necessary. Their job is to keep their boss safe and with the characters as a convenient buffer, they can slip away if it looks like the characters are losing the fight. The hyena is agitated and stressed by its circumstances so fights to the death. Should the characters quickly deal with the escaped hyena, Gafna is impressed. She is now further willing to provide the characters room upstairs (Pheldanther’s has a section of rooms set aside for high rollers) for as long as they are staying in Eltabbar and helping her with her tasks. The powdered compounds are sulphur, charcoal, and potassium nitrate (saltpeter). These ingredients combined create a simple explosive. Gafna plans to use this explosive in her attempt to assassinate the Tharchion. Should the characters find a way to inspect the powders, a successful DC 14 Intelligence (History) identifies the sulphur and the charcoal. The remaining substance seems to be salt. Unless any of the characters has an alchemy or chemistry background, they will not be able to identify the potassium nitrate for anything other than some form of salt. 89
Gafna Bilton’s Tasks The characters should be 2nd level at this point. Gafna Bilton has three tasks for the characters. They can be attempted in any order but all of them need to be completed before Gafna trusts the characters enough to bring them into her confidence regarding her involvement in the conspiracy to assassinate the Tharchion of Eltabbar, Aumaund Halarkoun. She and her organization have the resources necessary to handle these problems, but that is not the point. The purpose of these tasks is to measure the guile, resolve, and abilities of the characters before deciding to bring them in on the conspiracy. Gafna will continue the “adventurers for hire” pretext though in the meantime and offers to pay the characters each 25 gp for every completed task. Gafna Bilton Of dusky complexion with dark hair, Gafna is an athletic looking woman who in terms of age appears to be somewhere in the young adult to early middle-aged range. She wears well-made but dark and nondescript clothing. Gafna (use stats for master thief from Volo’s Guide to Monsters) is one of the stakeholders/owners of Pheldanther’s and is involved in varying capacities in a number of other businesses in and around Eltabbar. Gafna is smart, capable, and to the point. While involved in a number of illicit ventures, she is nonetheless a very principled and honorable person. She loves her city but chafes under Tharchion rule longing for a more representative form of government for Eltabbar. Embassy Dinner Party As Eltabbar is the current capital of Thay, each Tharch maintains an embassy in the city. Aragos Toslav is the Chancellor from Pyarados and is throwing a party for the city’s elite tonight. It is a party to celebrate his impending nuptials two days hence. Gafna would like the characters to attend in order to discover a piece of information important to her plans. Should the characters accept the assignment, Gafna will provide them the formal invitation necessary to gain entrance to the event as well as have the characters seen by a tailor so that they each may be fitted with the finery necessary to blend in at such a function. Finally, she will hire a coach befitting a wealthy and influential guest to drive them to the fete itself. One guest certain to attend the gala is Ethra Taston. She, like Nurush Xamaroth, is another of several Seneschals in Eltabbar who serve at the pleasure of the Tharchion, Aumaund Halarkoun. Her specific duties for the Tharch are the administration and collection of customs, duties, and taxes for Eltabbar. It is well known that Ethra is one of Aumaund Halarkoun’s current favorites and as such, is likely privy to some information that Gafna Bilton wants— specifically, whether or not Tharchion Aumaund Halarkoun will be attending Aragos Toslav’s wedding, set to take place two days from now. The characters’ cover can of course be of their choosing, but the source of their invitations is their association with powerful merchant interests in the city. While political power, and most specifically that wielded by the Red Wizards and the Tharchions reigns supreme in Thay, mercantile interests are begrudgingly given a seat at the table as well. 90 Part II: Intrigue in Eltabbar
Gafna shares the following with the characters about the party: • Aragos Toslav is a Chancellor from the Tharch of Pyarados. • He is the highest-ranking official from Pyarados making Eltabbar his permanent residence. • He is getting married two days from now. • Aragos is throwing a party for the city’s elite tonight. • Gafna Bilton wants to know whether or not the Tharchion Aumaund Halarkoun will be attending Aragos Toslav’s wedding. • One guest, Ethra Taston, will almost certainly attend tonight’s party. She is close to the Tharchion, Aumaund Halarkoun. • Ethra is one of the Tharchion’s favorites so will know whether or not the Tharchion plans to attend Aragos Toslav’s wedding. • Ethra Taston, like Nurush Xamaroth, is one of several Seneschals in Eltabbar who serve at the pleasure of the Tharchion. • Among the “who’s who” likely to attend will be Beld Thola, Ethra Taston’s consort. • Beld Thola may know the sought-after information as well. • Merchants and merchant interests are not held in high regard among the wealthy and powerful of Thay. • Gafna provides the needed credentials/inviatations to gain entry, suitable garb for everyone, as well as a coach to make an appropriate entrance to the event. • Finally, Gafna encourages the characters to come up with a credible cover story relating to their supposed merchant ties. If any of the characters wonder why Gafna desires such information, a successful DC 12 Wisdom (Insight) check reveals that Gafna is interested in the Tharchion’s future whereabouts for more than idle curiosity. As to what exactly those reasons might be though remain unclear. The estate maintained by the Tharch of Pyarados is in the eastern portion of the city. The walled compound features a circular drive around a massive fountain depicting a sea battle between a massive squid and a ship. The drive leads to the front of the magnificent complex itself. The opulent estate with its domes and spires borders on being considered a palace. On the night in question, the gates are opened and are flanked by liveried guards with the drive lit by multihued dancing lights spells. After disembarking their carriage and having their invitations checked and verified at the door, the characters are ushered into the party, a sea of swirling and sparkling clothing and a cacophony of noise from Part II: Intrigue in Eltabbar Roster of Notable Guests The following guests use generic NPC stat blocks from appendix B of the Monster Manual. Ethra Taston: Seneschal of Eltabbar. Outgoing, dark complexion, athletic build. Use stats for noble. Jora Ultan: Thayan Knight, rank Ulthark, Commander of the Knights at Eltabbar. Gruff, over the top formal military garb complete with puffed out and medal draped chest. Use stats for champion. Beld Thola: Ethra Taston’s consort. Mild, early middle aged, grey suit. Use stats for noble. Cazna Ozno: High Inquisitor of the Eltabbar Probity Corps. Vigilant, with a deceivingly mild and pleasant expression, wearing non-descript, but fine clothes. Use stats for assassin. Kolex Senda: Headmaster, Arcane College of Eltabbar. Haughty, with garish wizard robes. Use stats for archmage. Envoy Liss Irun: Diplomat from Vaasa. Jovial, slight of build and pale of complexion. Use stats for noble. Ivor Nikos: Local silk merchant’s son. Young man in his early 20’s, over served. Use stats for commoner. Ryla Yamos: Plant by Gafna Bilton pretending to be a server going by the name “Desala.” Use stats for spy. hundreds of voices competing with a string orchestra. Through it all wind dozens of servants butlering platters heaped with every sort of delicacy imaginable. Stationed at the estate and around the event itself are 30 Pyarados guards (use stats for knight). Their presence is an explicit show of force and security. This should be a fluid encounter fully dependent on the actions of the characters to drive events and ultimately the outcome. Gafna has installed a plant, Ryla Yamos, masquerading as a servant in order to keep an eye on the characters. Should things get out of hand, Ryla could intervene with a well-timed tray spill as a distraction to possibly lead the characters out of the party to safety. Good roleplay or a successful DC 10 Charisma (Persuasion) enables the characters to get a feel for who is at the event and which of the guests is Ethra Taston. Success should also net the characters the names and stations of several other notable guests. Further, Ivor (see the Roster of Notable Guests sidebar) can drunkenly bump into the characters immediately begging their pardon and desperately seeking companionship as he knows no one at the party and is very much out of his element. He happily identifies many of the partygoers for the characters seeking to ingratiate himself with them. Ethra Taston is not going to respond to a direct and out of the blue inquiry about the whereabouts of her superior, the Tharchion. At best, such a bald-faced 91
Navigating the Gala The characters should be encouraged to describe their intentions before they attempt any social skill checks. This way, good roleplay and situational modifiers can be taken into account and rewarded. Ability checks have a suggested DC of 12. Some suggested checks include: Action Ability Check Compliments and flattery Charisma (Persuasion or Performance) An impressive dance routine or display Dexterity (Acrobatics) A well thought out discussion Intelligence (History) on the wonders of Thay Consoling a sad or intoxicated guest Wisdom (Insight) Some “tough talk” or a feat of strength Strength (Athletics) question from unknown and quite possibly outlanders would result Ethra’s looking for the guards. The characters will have to “work” the party and the guests to get the information that they are looking for: whether Tharchion Aumaund Halarkoun will be attending Aragos Toslav’s wedding. Some suggested skill checks are in the adjacent “Navigating the Gala” sidebar. To gain this information, at least one of the characters will have to form some sort of rapport with either Ethra or her consort Beld, while staying out of the watchful eye of either Jora Ultan, the Thayan Knight, or that of Cazna Ozno, the High Inquisitor. At some point, the host of the party, Aragos Toslav (older middle-aged man, graying, with bright, bordering on garish clothes) and his bride-to-be (Deliah Preen, much younger, small and dark of coloring) proceed through the party, greeting guests and accepting congratulations for their impending nuptuals. Should the characters engage in good roleplay and succeed in at least two social skill tests of some sort, they learn from either Ethra or Beld that, yes, Tharchion Aumaund Halarkoun will be attending Aragos Toslav’s wedding two days from now. Deep Canal Gafna explains to the characters that the main way that she and her associates can move around Eltabbar freely is through the sewers deep underneath the city. The authorities never venture down and into this network of old sewers called Deep Canal unless they absolutely have to. 92 Gafna further relates that recently members of her organization have disappeared while traversing the sewers. While the occasional monster in Deep Canal is not heard of, it has not been outright hazardous until of late. She would like the characters to investigate, discover, and hopefully eliminate the source of the danger in the sewers. Finally, she believes that the missing persons were heading generally south from Pheldanther’s when they disappeared. The cause of the missing persons is a carrion crawler that has recently taken up residence in Deep Canal. Its lair is hundreds of yards to the south of the sewer entrance under Pheldanther’s. If the characters agree to take this on, Gafna points out the passageway leading down into the sewers. She does not have any further information about what could be causing these disappearances other than the fact that no signs of the missing people have been found anywhere. The sewer network that makes up Deep Canal is a winding maze of passageways that run the length and breadth of the city above. Other than heading generally south, the characters don’t have any other information. And, as they head away from Pheldanther’s, they are confronted with many intersecting and branching passageways. A successful DC 10 Wisdom (Survival) check locates the most heavily traveled option that heads generally south. A successful DC 14 Wisdom (Survival) check reveals the intermittent presence of odd clusters of round tracks. These tracks left by the carrion crawler are intermittent because it routinely climbs the walls and ceilings as it hunts, rather than sticking to the passageways themselves. Should the characters successfully track the monster to its ambush spot, this negates the below mentioned stealth advantage enjoyed by the carrion crawler. After searching for an hour, the carrion crawler finds them. At any location you choose, it has set up an ambush and once the characters get close, scuttles forward and attacks. Because of its ambush position, the crawler enjoys advantage on its stealth role against the highest passive perception among the characters. The carrion crawler fights to the death. If the characters survive, a successful DC 12 Wisdom (Survival) check allows them follow the creatures tracks back to its nearby nest. Beyond the horrid stench of the nest and amidst the scraps of clothing, buckles, bone shards, and other worthless detritus left from past victims, a successful DC 12 Intelligence (Investigation) check finds a +1 short sword, a cloth purse containing 17 pp, and a potion of invisibility buried among the copious amounts of refuse. Part II: Intrigue in Eltabbar
The Compromised Agent Gafna relates to the characters that one of her associates, a young man named Jigor Raxia, was picked up by the Probity Corps yesterday. No one has seen or heard of him since. That is until this morning. Gafna further relates that she has learned that Jigor is being held at a Probity Corps black site located in the north end of the city. Gafna makes it clear that she needs to have Jigor either rescued or “neutralized” as he knows things Deep Canal General Conditions The deep canal has the following features: Light. The sewers are completely dark. Ceiling. Varies between 8 feet and 10 feet. Geography. Because the sewers have seen many additions and renovations over the centuries of their existence, there is a good deal of variety in their physical setup. The width of each sewer tunnel varies from 6 feet to 10 feet. The trough part of the sewer can either run down one side of the passage or the other or down the middle of the walkway, creating two narrower walkways on either side of the sewer trough. The walkway portions of each sewer tunnel vary from 3 feet to 5 feet wide. Finally, the sewer troughs themselves vary in depth from 3 feet to over 5 feet. Part II: Intrigue in Eltabbar about her organization and plans. The task simply is to somehow infiltrate the Probity Corps facility and either rescue or eliminate Jigor to keep him from confessing compromising information concerning Gafna’s operation and plans. Gafna shares the following with the characters about the mission: • Jigor Raxia is a trusted employee/associate of Gafna’s. • He was recently tasked with keeping discreet tabs on the Tharchion, Aumaund Halarkoun. • Word is that he was captured by Inquisitors of the Probity Corps early yesterday and that he is being held at one of their sites on the northside of the city. • The Inquisitors at the Probity Corps are legendary for their ability to pry information and confessions from unwilling subjects. • Jigor knows sensitive and compromising information regarding Gafna’s operation and her current plans. • At all costs, the knowledge that Jigor has of Gafna’s operation and plans cannot pass to Probity Corps hands. • The site is too well defended to be directly assaulted. • In the event of an obvious attack, the Probity Corps inquisitors would secure their prisoners first and spirit them away to a different location. 93
• Besides, such an obvious attack would bring down too much heat. • What Jigor knows must be kept from the authorities, by any means necessary. • Gafna can provide the location of the site, and should the characters need them, some passable credentials that should at least help gain entrance to the building (see below). • She also has some information about a possible way to sneak into the building (see below). • The Probity Corps building is a repurposed former inn that was called The Blushing Mage. • The building has not been run as an inn for at least two years. • Gafna believes that prisoners are held in the basement of the former inn, but is not certain about that. If any of the characters act with surprise or offense at Gafna’s apparent ruthlessness, she responds with something along the lines of—“We all knew the risks when we chose this life. Jigor knew them when he accepted this mission. He is one of our best and would rather die than betray us.” If any of the characters have not pointedly asked what exactly Gafna’s organization does, she will give a vague answer about “political resistance.” 94 Gafna Bilton does not direct the characters on how to accomplish this task. After all, the point of this is to test their capabilities and resourcefulness. Assuming that the characters do not attempt an ill-advised solution such as a frontal assault or burning the building down, Gafna can provide some further information and help. Gafna will further encourage some effort at disguise—if not via a disguise self spell or a disguise kit (if either are available to the characters), then at least some effort to match the nondescript garb Probity Corps inquisitors favor. Gafna has significant resources so should be able to get whatever the characters require. The credentials should get the characters in the door. If reasonable efforts are undertaken, consider awarding advantage or some other circumstantial bonus on any Charisma checks attempted while in disguise. Finally, at any mention of poison or some similar suggestion, Gafna offers a supply of Thaymount scorpion distillate (see below) should the characters have any interest in attempting to handle matters that way. Leaving frontal assault aside, a likely fork in the road then is deciding how to gain entry to the building with the most likely two means being either by stealth or by bluff/disguise.
Stealth. All of the doors on the first floor besides the front are physically barred from the inside and can be forced open with a successful DC 25 Strength (Athletics) check. Additionally, the windows are magically sealed with the arcane lock spell. However, Gafna has learned that the southernmost window off the former common room, now general meeting room (area PC3), is unlocked. A successful DC 13 Wisdom (Perception) check reveals if the room is occupied before any attempt to open the window is undertaken. A successful DC 13 group Dexterity (Stealth) gets the characters through areas PC3 and the currently-empty offices in area PC2, and to the top of the stairs leading to the cellar. Bluff/Disguise. The Probity Corp operates in every Tharch and has innumerable inquisitors and agents spread across Thay. Gafna has two sets of Probity Corps credentials taken from slain inquisitors from Delhumide. The names on the credentials are Gextas Rolasi and Cora Yamo. The documents bear no images of their former owners but a detect magic spell reveals the faint radiation of abjuration magic from the Probity Corp insignia on the wax paper documents. Gafna explains that the rest of the characters can act as the inquisitors’ guards; inquisitors rarely travel without an armed escort. The only unlocked doors to the building are the main double doors on the south side of the building. The single door on the south side of the building accesses the former panty area is locked and barred on the inside (DC 25 Strength check to force). Finally, the double doors on the east side of the building are similarly locked and barred from the inside (DC 25 Strength check to force). Probity Corps Black Site Locations (Areas PC1–PC10) The following areas correspond to the labels on Probity Corps Black Site map. PC1: Reception The oaken double doors of the repurposed inn open to reveal the reception area of this Probity Corp installation. All that remains of the previous common room is the long bar against the east wall. In the middle of this space sits a desk facing the entrance behind which is seated a bespectacled woman (use apprentice wizard stats) of middling years with short cut brown hair who looks up with an expression of mild annoyance from whatever it was she was working on. There are two doors on the eastern wall. One is behind the bar and is accessible by a trap door in the bar top on the northern end of the bar. The other is located on the northern most part of the eastern wall Part II: Intrigue in Eltabbar Thaymount Scorpion Distillate (Ingested) Rare and emerald-green in hue, this viscous poison is derived from boiling crushed scorpions found only in the central Thayan mountains; it retains its efficacy in sauces or food if not baked to charred condition, and in ale but not stronger spirits. A creature subjected to it must make a DC 17 Constitution saving throw. On a failed save, 24 (7d6) poison damage is suffered, and the victim gains the poisoned condition for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. If the victim is brought to zero hit points or less by their initial contact, roll 1d6; on any roll except a 1, they rebound, writhing in agony and blinded for 1 minute as they regain 2d6 points of poison damage. They will twitch and hiss from time to time, involuntarily, for the next 1d4+1 hours. and has been permanently sealed off, but it can be forced open with a successful DC 25 Strength (Athletics) check. There are four total Probity Corps Troopers (use guard stats) in this room, a pair of each at the base/ head of the two sets of stairs. One pair is stationed at the top of the stairs down to the lower level and the other pair guards the stairs going up. All look thoroughly bored and if the characters pass the bureaucracy challenge below, they merely nod as the characters pass. Any approach towards or even eye contact with the no nonsense receptionist results in the following detached and official sounding request: “Credentials?” while extending a hand towards the characters, an obvious invitation to place their credentials in her outstretched hand. After giving the credentials a cursory examination, the receptionist asks, “So, what brings you to #37?” Any plausible answer accompanied by a successful DC 12 Charisma (Persuasion) satisfies the bureaucrat. The check is made with advantage if the characters made any reasonable attempt at disguise. At this point, the receptionist, Ikar Nalek, digs around on her desk for a moment and, after finding what she is looking for, presents a document and a quill. Without ceremony, she places it in front of the characters and says, “Fill this out, please.” It is a confusing form containing a series of interrelated questions and boxes to check, all dealing with the purpose of their visit to this Probity Corps facility. The form, titled “Purpose of Visit Form,” is byzantine in its complexity and requires a successful DC 13 Intelligence check to fill out properly. The check is made with advantage if any of the characters have either a governmental or a guild background. Any fellow character can assist, giving advantage that way, as well. 95
Day vs. Night Conditions and Roster The location descriptions are for general daylight hours. After sunset, two additional Troopers are on patrol on the outside of the building. The two usually sit and pass the time near the front door. Neither the receptionist, Ikar Nalek, nor the head Inquisitor, Serena Halig, are present after dark. However, additional Inquisitors inside may be working on the prisoner after dark. Finally, the front door is barred from the inside after sunset. A successful DC 25 Strength (Athletics) check can force the door open. If the characters state that they are here to take custody of the prisoner, Jigor Raxia, they must also fill out a “Prisoner Release Form” which is even worse. This document requires a successful DC 15 Intelligence check to correctly execute. The same modifiers as above apply to this check. If the characters successfully negotiate the first form and say that they wish to visit the prisoner, the receptionist calls one of the two guards over and asks him/her to escort these Inquisitors to see the prisoner. Jigor is either in his cell (area PC6) or is actively being put to the question (area PC4). If the characters fail the first bureaucratic challenge, the receptionist looks confused for a moment and then tells the characters to “Please wait for a moment while I retrieve the station’s Inquisitor.” She then heads upstairs to summon the head Inquisitor, Serena Halig (use mage stats), and the two other Probity Corps Troopers (use guard stats). Serena Halig, a pale-complexioned young woman with medium-length blonde hair and a practiced neutral expression, immediately asks to see the characters’ credentials. She repeats the above question, “So, what brings you to #37?” A sensible answer accompanied by a successful DC 15 Charisma (Persuasion) mollifies the Inquisitor. She will then allow the characters to visit the prisoner, asking one of the guards to escort them to Jigor Raxia. PC2: Offices The former kitchen and pantry of the inn have since been repurposed into two separate work stations, each with a desk and a filing cabinet. Most of actual cooking equipment has been removed, but the hearth and the pantry shelves remain. This room is currently unoccupied. The most important feature is the set of stairs down leading into the cellar. Both desks are covered with scattered papers covering mundane Probity Corps business such as Trooper time sheets, receipts for provisions, and a 96 collection of copies of invoices for repairs and maintenance to the building. PC3: Cafeteria This former dining room is now used as an informal mess and meeting room. It is not often used and it is unlikely to encounter any Probity Corps operatives here. PC4: Chamber of Answers This is one of two places where the characters can encounter Jigor Raxia (use scout stats, but with 3 hit points from his injuries, AC 12, and no weapons or armor). If so, he is currently being interrogated by two Probity Corps Inquisitors (use mage stats). Jigor is currently strapped down to a chair and, understandably, sweating profusely. The two Inquisitors look up as the characters enter. The nature of their reaction very much depends on the means of the characters’ entry. If accompanied by a Trooper from upstairs, the Inquisitors (one male and one female) look mildly annoyed but do not object to whatever instructions the Trooper delivers, as that is the nature of any well-oiled bureaucracy. If the characters snuck in and suddenly appeared, the Inquisitors are startled but quickly demand answers as to who the characters are and why they are here. Only a successful DC 17 Charisma (Persuasion) prevents the outbreak of violence. Beyond the oaken chair replete with a series of straps in the center of the room, there are various torture devices spread around this room including a table covered in cruel looking and sharp knives, hooks, and pliers. PC5: Cellar This landing was formally storage and the scullery of the inn. All of that equipment has been pushed to the walls and clearly has not seen use in quite some time. It is unlikely to encounter any Probity Corps operatives here. PC6: Cells This former storage space has been modified to form two separate cells. They are either both empty if Jigor Raxia is being put to the questions in area PC4. If not, Jigor Raxia is in the southern cell and looks up curiously as the approach of the characters. The bare cells contain nothing of interest. If the characters snuck in, a character using thieves’ tools along with a successful DC 16 Dexterity check unlocks Jigor Raxia’s cell door. PC7: Meeting Room If accompanied by a Trooper to either PC4 or PC6, the Trooper will take Jigor Raxia to this room for Part II: Intrigue in Eltabbar
Probity Corps Black Site Map Main Floor Second Floor PC3 PC1 PC10 PC9 PC2 PC8 Cellar PC4 PC7 PC5 PC6 Part II: Intrigue in Eltabbar 97
Jigor Raxia Jigor is a young man with dark hair and a thin build. Further, he is a lifelong resident of Eltabbar. Wherever the characters first encounter him, Jigor is bruised, battered and understandably despondent. If the characters make it clear that they were sent by Gafna either with good role play or via a successful DC 12 Charisma (Persuasion) check, he is quite forthcoming about what landed him in a Probity Corps black site. Otherwise, he will not offer anything up fearing that this is an elaborate Probity Corp ruse to trick him into talking. Gafna asked him to track and monitor the movement of the Tharchion, Aumaund Halarkoun. He was grabbed suddenly from behind while he was attempting to follow the Tharchion’s retinue as it made its way through town on an outing of unknown purpose. Everything then went black and Jigor found himself here, in a cell. He readily explains that his cover story was that he was hired by a Thayan merchant from another city, whose name he doesn’t remember (and who paid 98 him up front), who wishes to begin doing business in Eltabbar. His further lied and said that he was hired by this merchant to follow the Tharchion and try to find out what his hobbies and interests are by where he shops and what he takes an interest in as he moves about the city, so the merchant can present the Tharchion with a suitable gift and not something the Tharchion wouldn’t care about or even find offensive. He further explains to the characters that he had not betrayed Gafna’s trust or revealed anything about her or her organization. Finally, he states that he is not sure if his interrogators believed his story or not. But in either event, he is quite sure that the real questioning (torture) was going to be starting soon so is ineffably grateful for the rescue. If the characters further gain his trust, he will share that Gafna heads an underground resistance that is plotting to overthrow the Tharchion with the aim of restoring freedom to the people of Eltabbar. The hope is that their rebellion will be a spark that ignites a broader rebellion across Thay.
the characters to interrogate him. After moving the prisoner into the room and manacling him to a chair (the Trooper will desist locking Jigor in place if the characters so request), the Trooper then departs, leaving the characters alone with Jigor Raxia. Otherwise, the Trooper and any other Probity Corps operatives simply depart if the characters respond that they want to interrogate the prisoner where they find him, either in his cell (PC6) or in the Chamber of Answers (PC4). PC8: Empty Common Room Most of the furniture has been removed from this former upstairs dining/common room. PC9: Trooper Bunks These two rooms are the same, each containing two beds and two footlockers each. Each footlocker contains a few trinkets, some spare clothing, and a purse containing between 5 and 10 silver pieces. At any time, there are at least two off duty Troopers (use guard stats) resting in one of these rooms. PC10: Inquisitor Serena Halig’s Office What purpose this room served when the building was an inn is not clear. All that remains is a broad hearth, now cold and unused. In the middle of the room there sits a desk with two chairs in front of the desk. There is a comfortable looking couch against the north wall of the room. This is Serena Halig’s office. If after sunset, Serena has left for the day. Her residence is elsewhere in the city. If during the day, Serena (use mage stats) can be encountered just about anywhere in the building with the most likely place being here, in her office. On the desk, there are folders of papers and documents. If the characters examine them, they find a prisoner roster with each name followed by a date, the date they were apprehended. The most recent name on this list is Jigor Raxia and is dated two days ago. Finally, the second drawer on the right side is locked. A character using thieves’ tools along with a successful DC 16 Dexterity check opens the lock. It can also be forced with a successful DC 18 Strength (Athletics) check. Inside is a wand of magic missiles and a purse containing 25 pp and four 50 gp agates. Part II: Intrigue in Eltabbar The Wedding The characters should be 3rd level at this point. If the characters complete Gafna’s three tasks to her satisfaction, she should then be willing to take the characters further into her confidence and reveal the full details of her conspiracy. She and her co-conspirators seek to assassinate the Tharchion of Eltabbar, Aumaund Halarkoun. Her primary co-conspirator is Nurush Xamaroth, one of the Eltabbar’s seneschals, who has ambitions of ascending to the position of Tharchion himself. He has made promises to Gafna and her cohorts to enact democratic reforms in the Tharch should he attain the position of Tharchion. Whether those promises are genuine is another matter. The Tharchion is expected to be a guest at the wedding of Aragos Toslav, the Chancellor from Pyarados serving here in Eltabbar. As this is one of the bigger social events of the year in Eltabbar, everyone who is anyone is expected to turn up for it. The wedding takes place tomorrow. The wedding itself will take place at the temple called “The Dark House of Tyranny,” which is the city’s biggest and most important temple of Bane. Its main front entrance opens onto the street known as The Way of Arduskan. The wedding is planned to begin at noon with all of the guests and dignitaries arriving in the minutes before. Gafna further explains that this cannot be a simple assassination. It has to be a grand and magnificent event that will hopefully capture the imaginations of all Thayans sparking a democratic revolution across Thay. So, a knife in the dark will not do. Gafna relates that she and her people have been working on assembling an explosive device. She details that those bins of powdered materials that the characters saw underneath Pheldanther’s are the prime ingredients. If things go according to plan, the device will explode with enough force to kill not only Aumaund Halarkoun, but also anyone within The City Watch Should open violence break out or the watch called for any reason, the alarm is most typically answered by a patrol of Thayan Knights. Typically, once the watch is called, the patrol arrives five rounds later. If the events leading to a call for the watch occur in the Daerath Market, the response time can be as much as twice as long. A typical patrol consists of six Thayan Knights (use knight stats). 99
approximately 50 feet of the blast. Killing so many of the wealthy and powerful of Thay in such a public and sensational fashion is exactly the gesture their movement needs, or so at least Gafna believes. The plan is to either set the device near the entrance of The Dark House of Tyranny, the site of the wedding itself, or on the approach to Aragos Toslav estate, the same location as the dinner party—the site of the wedding celebration/reception. would be the more effective. “More effective” meaning bringing the best chances of maximizing the carnage. Gafna Bilton should be played as more than just a little fanatical at this point. If asked about the prospect of innocents being injured or killed in this attempt, she responds with indifference citing the classic “casualties of war” pretext. She is a true believer in her cause and as such, has adopted a by any means necessary approach. She cannot be dissuaded from this course of action and any attempts to convince her otherwise are met with cold disdain. The characters very well may not be interested in participating in such a violent act. Despite any and all possible efforts by the characters, again, Gafna will not be persuaded to abandon this course. The Dilemma It is at this point that Gafna will attempt to secure the characters acquiescence to and approval of the idea of assassinating the Tharchion before she reveals any of the exact details of her plan. If the characters seek to “play along” they must either succeed on a DC 13 group Charisma (Deception) check, or one of the characters must succeed on a Charisma (Deception) check opposed by Gafna’s Wisdom (Insight) check. Should she gain their consent, Gafna would then like input from the characters as to which location If the characters refuse… If the characters refuse to participate, Gafna coldly demands that they leave the city immediately “if they value their lives.” She makes it quite clear that any attempts to interfere with her plans will be met with swift and deadly retribution. The Dark House of Tyranny Map D1 D2 D5 D6 D12 D7 D11 D3 D4 D8 The Dark House of Tyranny Map Legend D1: Patio D2: Dark House Manager’s Office D3: Private Cellar D4: Private Dining D5: Musicians’ Stage D6: Dance Floor 100 D9 D10 D7: Dining Hall D8: Guard Post D9: Coat Room D10: Wine Room D11: Kitchen D12: Garden & Loading Area Part II: Intrigue in Eltabbar
If the characters refuse and seek to thwart Gafna Bilton’s plans… After departing Gafna’s company per above, the characters may decide that they want to try to foil Gafna’s plans rather than simply leave town as she urged. In that event, Gafna most likely would not have shared either the exact location of the assassination attempt or the precise means to the characters up to this point. The characters should only learn of the details of the explosive device if they go along with Gafna’s plan, or successfully deceive her into believing that they are willing to participate (as above-described group or opposed Deception checks). Going to the authorities is one option. However, who exactly to contact and where to report this conspiracy are of course questions they have to sort out. The Tharchion’s palace is an option, but it is unlikely in the extreme that the characters would be admitted for any reason. The Tharchion’s Palace in Eltabbar The palace occupies an entire block on the north and west sides of the west end of the Way of the Zulkirs. The Way of the Zulkirs is a wide, impressive, statue-flanked street (statues of dead zulkirs, on high pedestals) that runs east-west. Traversing it heading west, it runs to the gates of the Tharchion’s Palace and ends there, in a huge circular cul-de-sac so coaches with many horses, oxen, or slaves to pull them can either be turned around readily or “parked” to await entry. The Palace fills the westernmost block of the Way. The first north-south cross street, heading east out of the Palace, is the Street of Six Lions. While under false pretenses, the characters may already be known among some of the Probity Corps. How the Probity Corps would react to such a report from the characters strongly depends on the nature of their previous interaction at the Probity Corps’ black site. If the characters rescued Jigor Raxia… If the characters rescued Jigor Raxia earlier in the adventure, he seeks them out and expresses deep reservations about Gafna Bilton’s plans. He does not want to be party to that much destruction and the injury to that many innocents. As he is indebted to the characters, he shares the location of the planned attack—outside of the Temple of Bane on The Way of Arduskan, and the means—the innocently parked hay wagon containing the explosive device. If the characters opted to participate in the assassination, Jigor is surprised and disappointed to hear this and immediately takes his leave. However, should the characters wish it, Jigor willingly and freely shares the details of the plan: A minor wizard in Gafna’s organization (use apprentice wizard stats, but AC 13 from mage armor and 20 HP) and six partisan guards (use spy stats) will wait for the Tharchion’s carriage and retinue to approach, light the 60-second fuse via a discreet fire bolt spell, and then make their escape. Jigor can provide intelligence/details so that the characters can identify the disguised wizard and six guards (all will be disguised to look like normal Eltabbaran citizens watching the rich and famous parade to the temple for this important event). Should the characters seek to intervene, the guards move to protect the wizard at all costs. All of the insurgents fight to the death. Part II: Intrigue in Eltabbar 101
Open combat immediately attracts the attentions of the Watch with a typical patrol (see “The City Watch” sidebar) rushing in after the second round of combat. Additional patrols appear every two rounds thereafter. How the Watch responds to the open fighting as the Tharchion approaches should be influenced by the characters’ actions such as revealing the mutineers to the Thayan Knights (characters’ Persuasion checks opposed by the insurgents’ Deception checks) and revealing the presence of the bomb itself. If the explosive is lit, the fuse affords 60 seconds of time to get out of the blast radius. The fuse can be put out by physically doing so or with a ranged attack with a target AC of 18. Without Jigor Raxia’s help… If the characters seek to stop the attack without inside help, they must first figure out the location of the planned attack. A successful DC 15 Intelligence (History) check informs that the most logical location will be on The Way of Arduskan in front of the Temple of Bane. If the characters can figure out the location and can get there in time, successful DC 13 Wisdom (Perception) or Intelligence (Investigation) checks pick out the seven total insurgents who plan to light the fuse of the explosive as the Tharchion approaches. The same guidance in “If the characters rescued Jigor Raxia” then applies. If the characters plan to participate… If the characters are able to put aside whatever misgivings they have about Gafna’s plans and decide to participate in her plan, they must first help to decide the location of the attack itself. The default location is on The Way of Arduskan in front of the Temple of Bane. Should the characters prefer to stage the attack on the approach to Aragos Toslav estate, Gafna is amenable to that change. The characters then replace the insurgents described above in the “If the characters rescued Jigor Raxia…” section. They must escape the notice of the Thayan Knights by making a successful DC 14 Dexterity (Stealth) or Charisma (Deception) check, which has advantage if it’s accompanied by a reasonable attempt at disguise. Then they must light the fuse without attracting any attention by making a successful DC 14 Dexterity (Sleight of Hand) or Charisma (Deception) check. Should either a Thayan Knight or any other Thayan citizen realize what the characters are up to, they likely will raise the alarm, attempt to put out the fuse, and to restrain the characters. 102 The Device The black powder that Gafna’s people produced has been tightly packed into a cask (a 40-liter firkin) complete with a 60-second fuse. The cask then was installed in the bed of a small and ordinary two wheeled hay cart designed to be pulled by a single dray animal. The insurgents surrounded the cask with all manner of scrap iron they could locate and then covered all of it in 12 inches of hay. The bits of scrap iron on the wagon include rusty garden bedding-marker stakes connected by rotting old lengths of rough hempen twine: these stakes being foot-long steel needles sharpened at both ends. Upon detonation, these garden stakes will be transformed into deadly shrapnel. The lead end of the wick dangles out of the back of the cart looking like nothing more than a stray piece of cord. So, even if the cart is inspected, it would only reveal what looks like a small barrel and a bunch of scrap iron. Blast Damage. Upon detonation, every creature in a 50-foot-radius of the locus of the blast must attempt a Constitution saving throw (DC 20). A target falls unconscious and is reduced to 0 hp on a failed save. A target that succeeds on this save take 10d6 force damage + 4d4 fire damage. Further, all creatures within 120 feet are deafened for 1d10 rounds. Any creature within 250 feet of the blast feels the shock wave from the explosion but take no damage. At a distance of 1,000 feet creatures can barely hear the detonation. Fragmentation Damage. Every creature in a 50-foot-radius of the locus of the blast must attempt a Dexterity saving throw (DC 18). A target takes 10d4 piercing damage for the flying bits of scrap iron on a failed save, half as damage on a successful one. Aftermath and Collateral Damage It is hard to express in game mechanics terms what the effects of a detonation like this would be in a crowded urban location. Many people would be down and unmoving. Smoke and haze would suffuse the entire area. People would be running in terror, some covered in blood, while others would be stunned from shock. Following this immediate aftermath, Thayan Knights—either members of the city watch or those specifically detailed to police this procession—swarm the scene. Survivors in the immediate vicinity should expect to be taken into custody quickly. The entire area is subject to a brutally efficient lockdown. Part II: Intrigue in Eltabbar
Epilogue This all of course makes for a dynamic and chaotic closing scene with innumerable possible outcomes. As Gafna is an unapologetic fanatic, she certainly could have a backup plan including a second set of explosives set elsewhere along the Tharchions route. But leaving such possibilities aside, will the characters’ actions save the Tharchion and will they then be publicly recognized as “heroes of Thay”? Will they save the Tharchion and other innocent Thayans anonymously? Will they willingly participate in a potentially devastating terrorist act resulting in dozens of casualties? Will they get caught in the act and be executed for high crimes against the state? Whatever role the characters play in these dramatic events, Tharchion Aumaund Halarkoun is no fool. He has a contingency spell combined with a teleport spell cast on his person, anticipating such an attack. Most likely, Aumaund Halarkoun should survive the events of this tumultuous day. Finally, in all likelihood and regardless of the exact details of the outcome, the Tharchion orders an extreme lockdown and martial law in the city of Eltabbar in an attempt to root out the insurgents. What becomes of the characters in the midst of all that is of course a tale of your choosing. 103
APPENDIX A Probity Corps Black Site Player Maps Main Floor 104 Part II: Intrigue in Eltabbar
Cellar Part II: Intrigue in Eltabbar 105
Second Floor APPENDIX B Party Invitation Handout The Right Honorable Chancellor of Pyarados, Argos Toslav, of requests the pleasure of the company er’s et. al. associates & derivatives of Pheldanth at the Celebration of his impending Nuptials to Deliah Preen of Priador at the Bright Heart Estate de on 16th day of Eleint at Eventi Refreshments and entertainment 106 brilliantly provided. Part II: Intrigue in Eltabbar
APPENDIX C Dark House of Tyranny Player Map Part II: Intrigue in Eltabbar 107
More than Just Red Wizards! Known to the wider Forgotten Realms® as a sinister land of Red Wizards, slavers, and marching undead armies, Thay is the distant—or uncomfortably close—menace that “may become our doom if Szass Tam turns his attention in our direction.” And Thay is that, but it is also so much more. A truly magical land (thanks to a secret that even the goddess Mystra helps to keep) of rich culture, a rising middle class, ambitious nobles and Red Wizards who fear Szass Tam more than they hate him, but may soon be forced to defy him, and wealth beyond the imaginings of even wealthy and proud realms elsewhere. This tome is your guide to the Thay of right now, a valuable resource for Dungeon Masters and players alike. It sets forth the people and places of the Land of Red Wizards, what life is like, and seeds, hints, and secrets sufficient to spur adventures for years of enjoyment at your gaming table. ◆ For use with the fifth edition Player’s Handbook®, Monster Manual®, and Dungeon Master’s Guide®, this book provides the setting, character backgrounds, supporting lore, and even a full-fledged adventure to bring the Land of the Red Wizards fully to life in your D&D® game.