Wednesday, October 12, 2016

Battle Music for Thayan Campaigns

While I continue working on my next post about Thayan life, please enjoy this playlist of music I've used while running combat scenes in our Thayan campaigns.  It is purely instrumental and drawn from a variety of sources, and doesn't have everything yet.

You don't have to sign up on the site below to listen to playlists, but keep in mind that it is funded by ads.  So far, I haven't had any trouble with their ads or functionality.  You can leave comments either here or on the 8tracks site.  

Since 8tracks has a policy that you can't upload more than two songs from the same artist in the same list, I had to cast my net wider and leave out tracks I have otherwise used.  Still, I managed to put together a decent sampler to share with you all.  Do let me know what you think!




Wednesday, September 28, 2016

The Ruins of Thossos


Excerpt from the official map of Thay

On the far western edge of the Plateau of Thay, well away from any major road or river, looms the ancient fortress of Thossos.  It began as a dark secret, swathed in concealing magics for a short time.  The Mulhorandi policy was to leave it alone as a cursed scar on the land.  Much later, the Red Wizards sent agents to explore the ruins and determine what should be done with them.  The good news was that they had some useful aspects.  The bad news was that the site was created too well for anyone's good and getting rid of it would be a monumental task.  

As far as anyone has been able to discover, the mighty complex was a last-ditch effort.  During the final days of the war between Narfell and Raumathar, Nar generals had pushed the boundaries between the empires to their limits.  They needed to gain a foothold close to Raumviran territory, but not so close that it would be immediately destroyed.  To get the most done as quickly as possible, Nar demonbinders made a deal to summon an entire fortress from within the Abyss.  

It was supposed to be a temporary stronghold from which an army of demons could be gated in.  No additional modifications were made to the land nearby and no records of its existence on any contemporary map have been found.  As native stone from the changeable Abyss, it was not visible without true seeing or having demonic ancestry.  Legends say that the central tower had a layer for each layer of the Abyss, spiraling up out of sight, though they seem too fanciful to be believed.  (Thossos is the name of the tower itself but there are arguments as to what it means, since both of its parts have multiple definitions.)

In the end, its insane scope didn't matter.  Raumviran battle-wizards discovered and assaulted the tower mercilessly, ripping it open and killing everyone inside.  The concealing effects fell, leaving the bizarre stones for all to view.  Few battle-wizards made it out of that fight and none were alive to search for it later when it began to reform.  Red Wizards theorize that the pact which drew it into the material world must have specified something grand.  Perhaps the fortress would remain until every trace of Raumathar was wiped from the face of Faerun.  In any event, the terms have not been fulfilled.  As far as anyone knows, the Red Wizards have not tried to complete them.

The fortified walls and outlying buildings are safe enough that guards are stationed there regularly to keep an eye on the surroundings.  It's usually considered a boring assignment.  The central tower, however, is off limits except to Red Wizards and their designated crews.  The top floors reshape themselves sporadically and the gates they possess to layers of the Abyss change, as well.  It seems that the tower has been trying to repair itself but is never quite satisfied.  Demons within cannot leave the structure without making a new bargain, but they can and will attack unwary visitors.  Ghosts of dead Nar demonbinders also remain, desperate to finish ancient business or to fight among themselves, blaming one another forever for failures that cannot be undone.

The underground layers are rumors, but they do exist, and they are not the result of the initial summoning.  As such, they are stable, but far from safe.  Local drow were called to the tower's presence as they ventured up to see what they could take.  They used its gateways well before Thayans claimed it (and there was a vicious fight over ownership of the premises which ended with Thayans allowing the drow access, with their approval and oversight).  The drow eventually herded burrowing creatures and slaves through to create a protective maze to the surface.  

Now it is a place where drow and Thayans can meet to discuss business.  All local drow factions know at least one way through the maze, as do the Red Wizards.  Sometimes slaves are traded, and it is said that no slave who has gone into the tower has ever returned.  Other times, it is the stage for longer term agreements, including ambassadorial trips in either direction.  Together, the drow and the Red Wizards stock and adjust the maze, changing the safe routes so that spies will have a harder time relying on them.

The Red Wizards send groups into the tower at intervals to clear out the upper floors, to search for spies or other meddlesome interlopers (since cultists have been discovered trying to get to their masters), and to see if any of the Nar ghosts can be resolved.  Teams search the mazes below for similar reasons.  Some groups return.  Others do not.  Receiving tower duty is an ambiguous assignment because it could be a way to make one's own pact with a demon, or to visit the Abyss, or to get rid of a rival.  Treachery between Thayans is often suspected but rarely investigated.  But it's also a way to vanish without a trace or lose your life in yet another secret project.  

Fierce but brief wars with creatures who seek to possess the tower have happened from time to time, as the guards outside know all too well.  So far, the worst invasions have not reached a population center.  The complex is a kind of open secret.  Thayans must show their papers upon approaching it as they must do everywhere else, but it is not as tightly restricted as the plateau upon which High Thay rests.  Guards will try to keep the curious away, but if they do get inside, it is assumed they will receive what they deserve.

Saturday, September 24, 2016

Tell Me What You'd Like To See Next on This Blog

There is so much that I love and want to write about Thay that it's almost paralyzing.  It helps me know where to start next if I have feedback from others.  If you've enjoyed what you've read here, please consider voting in this simple poll.  You can choose multiple selections, or if you don't see what you want, you can comment below and let me know!


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Wednesday, September 21, 2016

The Slave Way - The Key Road Through Thay

Dear Salia Valgon, daughter of High Cleric Fury Valgon, squire-in-training to Bane's Blackened Fist, Augustus Valgon (glory to Bane) - 

I could not help but overhear your inquiry about the Slave Way at your family's last gathering.  Unfortunately, I was unable to answer your inquiry right then, but as an aspiring warrior and a noble Thayan young lady, you should know about that road's very special place in our lives.  (Which is why your father probably shushed you; it was harsh, but he saved you some embarrassment, so hate him a little less for it, if you can.)  With this letter, I offer you a less boring way to learn about a path you will travel many times in your life.  Because until you work your way into one of the flying corps, you will be using it any time you travel south.
  
Excerpt from the official map of Thay

You already know why it is called the Slave Way - it's the route we force the slaves to walk once they get here so they can see just how far from help they are.  It weeds out any of the sick or weak we might have missed and gets any escape attempts out of the way.  Those who attempt to flee are brought down mercilessly in front of the rest.  By the time they get up the First Escarpment, most slaves have little fight left in them.  The journey is hard and slow, but it works wonders for morale.  Those who are not sold along the way and make it all the way to Eltabbar are docile and awed.  They accept their fate.

But we did not build the road in the first place.  Mulhorand seized this territory after Raumathar and Narfell blew each other to bits, and the basic path up the middle of the plateau was already in place.  There had been trade between the lake and the sea, but the road was torn apart in the war.  The Mulhorandi improved it when they rebuilt Kensten (which is called Bezantur now), but only as much as necessary.  At the time, Eltabbar wasn't much more than a series of docks and warehouses called Pyceles (its Raumviran name), so the trading was much slower and less valuable.  Like everything else about Mulhorand.

Plans really started to take shape after we won the war for independence.  When Eltabbar was remodeled and chosen as the capital, we knew the road would have to be redone, too.  It led right through Tyraturos, which was already a larger city, and many Thayans had schemes for a more impressive interior.  The Mulhorandi hadn't put many resources into the land because it was so far away from the center of their empire.  Now it was our empire, and once we stabilized our first cities, we began to build it up.

Foreigners do not understand much about how our interior works, which is for the best.  For one thing, the Slave Way has never been just one road, and it was not built all at once.  Different stretches were funded by various patrons between 1000 and 1200 DR.  They have their own styles, defenses, and upkeep.  They also have their own names that locals use.  The Slave Way no longer "starts" in Bezantur, either; acquiring Murbant and Escalant in 1357 gave us an excuse to extend the road out across the Wizards' Reach.  Slaves do most of the basic repairs and cleaning, but citizens take care of any serious problems.  The road carries caravans and our humanoid allies where they're needed, and maintaining the road is much cheaper than trying to teleport everything everywhere.

The main stretches of the Slave Way are:

Escalant to Bezantur: This part is called Wizards' Row, since it's marked with plinths bearing symbols of magic and the Red Wizards.  Some of them are enchanted and some of them are not at any given time, but they are always reminders that we own the area now.  (Anyone found vandalizing them is given a very public execution, but idiots still try.)  The surrounding land is also rigged with magical traps for those who stray from the road without a guard bearing the chosen glyph.  They wear many glyphs stashed on their person to confuse slaves who try to pick-pocket the right one.

Bezantur to Galresh (just before the First Escarpment begins): This stretch is called the Tower Gauntlet because it's lined with impressive watchtowers all the way to Galresh, which is the town at the base of the cliff.  Some say that the towers are based on Raumviran ruins that have been found deep within Thay but no one knows how much.  Spells have been cast from them, but whether they were cast by wizards or the towers themselves is anyone's guess.  Most caravans will stop to rest at Galresh before starting the climb, and the town stays alive by catering to visitors and watching over slaves until they are ready to be moved.

Up the First Escarpment: The road that leads all the way up the cliffside is steep and long, with few alcoves dug into the cliff face for a rest.  It is a place begging for accidents and attempts at revolt, along with attempts at suicide and infighting.  For all of those reasons (as well as the ruddy color of the bare rock), it is called the Red Road by those who survive.  And more survive than you might think.  We learned long ago that crazed slaves will try to throw themselves over the edge because they think they would rather die than serve us - so we have nets and magic in place to catch them.  There are also secret entrances to caves that belong to our humanoid allies.  That is where those who fight or fuss are sometimes sent to be punished.  Most are returned, worse for wear but alive.

Rise to Delabbar: After reaching the main plateau, the path to Delabbar is named Yadara's Way for the patron who finally saw fit to develop it.  It was one of the last lengths to be given a Thayan touch, mostly because those who got past the Red Road didn't care what it looked like, as long as it was mostly flat.  Yadara was the last of her line and too old to bear children, so she chose to leave behind another legacy.  She commissioned statues of Thayan heroes who were not nobles and even placed a likeness of herself among them as a way of revealing that she had been adopted from commoner stock.  She killed herself at the opening ceremony and her ghost is said to wander anywhere along the path she pleases.  She terrifies slaves back to their masters - but she also delights in tormenting nobles who act too proud for their own good.  Trying to replace one of the statutes (or dishonor it) without her leave will result in immediate attack.

Delabbar to Mophur: Tyraturos held a city-wide competition to bring in the bones of the largest creatures their heroes could kill.  Nothing less than gargantuan sized foes would do for what they had in mind, and Spine Row is the end result.  Ribs, tails, other bones and carapaces are embedded in the dirt beside the road all the way up the middle of the plateau.  Closer to Delabbar and Mophur, the ground is moist and the bones stand out from greenery.  Closer to Tyraturos, the bleached remains gleam against desert sand.  At first, there were only so many, but they have been added to ever since.  These trophies make the journey to the massive gates of Tyraturos truly impressive and stand as a warning to any big monsters that might want to drop in on us.  Nobles can submit their trophies for use in the project even today.  I would not be surprised if your cousin Augustus added to the collection someday.  Tyraturos is the city of his birth, after all.

Mophur to Nuthretos: Mophur is the city of satisfaction (because it is the center of the drugs we spread across Faerun, not because they necessarily have more fun).  Nuthretos is the city of poison and basically dedicated to Talona.  Their solution was to sew the area with narcotics and dangerous plants, and good luck figuring out which is which.  Locals refer to it as The Wandering, but most of them won't risk stealing from the noble houses involved.  Slaves sometimes grab what they can, hoping to die, but they only become mildly ill.  Sick enough to wish they weren't.  Others just want to zone out and if they find the right leaves, they have a much better trip.  Some of the slave masters will spread rumors to calm the herd.

Nuthretos to Eltabbar: The influence of Eltabbar begins at the doorstep of Nuthretos, where the road becomes a marble expanse lined with columns.  This is one of the most costly stretches of the Slave Way to maintain but it is also the most elegant, as you've seen for yourself.  The problem is that you have not traveled much or far yet, so you cannot appreciate just how glorious it is.  One day, you will.  One day, you will ride out of the Wizard's Eye gate on your own steed and take the Steps of Thayd at your own pace.  If you follow your cousin Augustus's teachings, you will return a conqueror for certain. 

For you see, it is the Slave Way for the conquered, but it is the High Road for the conquerors.  You will not hear it called the High Road often, even though that is its official name, but it leads to the mightiest cities in Thay and there is no higher path to power here except the one that leads to the Thaymount.  Since neither of us were blessed with the gift of magic, mastering the High Road is our lot.

I hope this will be of use to you, and feel free to show off your newly acquired knowledge at the first available opportunity.  Just do not tell anyone where you learned it from, even if your cousin Augustus asks.  Let this be between us, and between us, let us make your house look even stronger in ways that others do not expect it to be.

Sincerely,
Tari Govannon

Wednesday, September 14, 2016

The Magical Weather Net Over Thay

Map from the 3rd Edition Forgotten Realms Campaign Setting

The country of Thay is encompassed by several massive, invisible meshes of magic, and some of them govern the weather.  This ongoing project sustains webs of potent items and spells that must be replenished at intervals.  The necessary ingredients and arrangements are some of the Red Wizards' top secrets and they alone maintain the system's integrity.  Fail safe measures and alterations made at random also serve to throw off saboteurs.  But since circa 1100 DR, the "weather net" (as it is popularly known) has remained in place with few breaches or malfunctions and has transformed much of Thay.

Simply put, natural disasters like torrential rains, storm winds, droughts, hail, and heat waves do not occur because of this shielding.  Angry weather fronts rebound off the spell layer to wreak havoc in neighboring countries (which is between those countries and Talos, as far as Thayans are concerned).  Problems related to the volcanoes, seismic activity, and mudslides are still threats because they happen from beneath the surface.  Beshaba will have her day, as they say, and some bad luck cannot be avoided.  A great deal of damage and inconvenience has been mitigated by this magic, however.

The nation's current status as the breadbasket of Faerun is one of the outcomes of these buffers.  In the wee morning hours, a gentle but steady rain falls as scheduled in most tharchs.  It lasts for an hour and allows for more comfort and crops than were once possible.  In the earliest years after the net's construction, the rainfall happened at intervals throughout the night to help spur changes in the land.  The rains have been altered over the centuries but in recent memory, an hour a night has been enough.  This, along with rich fertilizers (that include the remains of sentient beings) has enabled Thay to sell food abroad by the ton without batting an eye toward its own granaries.

During the rest of the time, temperatures are kept relatively stable based on the region at hand, as follows:

The Priador, which sprawls along the ocean at a lower elevation, was cooler and wetter to begin with and is covered by its own screen.  Its spells are largely defensive in nature and do not provide rain; a certain amount of moisture is allowed through, instead.  Since the tharch has several key port cities, it still needs protection from Talos's rage and Umberlee's waves. The nation regularly goes out of its way to appease the Bitch Queen so she won't harass its ships, but she can be fickle.  Talos is only offered sacrifices when Thayans travel abroad but they're rarely enough to divert his hatred for long.  Surthay's coverage is similar in the north, where its net guards its position along Lake Mulsantir.

Thazalhar's program is based on a fierce determination not to lose its deserts.  Adverse weather is repelled, but very little moisture is allowed within.  The entire tharch resembles the hot, dry lands close to the Dragonsword Mountains, and its inhabitants prefer that.  The locals continue to uphold more traditional Mulan ways, anyhow, having divorced the culture from its religion.  (Mostly.  Perhaps it's no coincidence that there's more forbidden worship of the Mulhorandi pantheon in Thazalhar than anywhere else in Thay.)  The tharch uses its spell shield to create mirages, turning the land into a maze against those who do not belong there.  This has served to repel Mulhorandi spies and convince outsiders that the area has no cities of note.  It's rumored that the defensive net would be suppressed if enough rain were to fall on it but none know for sure.  In any case, the sodden island tharch called the Alaor has a similar net but different magical defenses.

The broad plateau upon which most of the empire rests enjoys a continuous mesh of spells.  The tharchs of Tyraturos and Pyarados were originally arid deserts interspersed with mesas.  While they have become far more livable, patches of desert persist, especially along the Slave Way and Eastern Way roads, which are stamped down regularly by humanoids, slaves, and livestock.  The cities of Tyraturos and Pyarados remain on hard packed sand and reach higher temperatures regularly, but haven't complained.  There are far more fields across these tharchs than maps tend to reveal but they are used for hardier crops that can withstand more heat and dryness.  


The tharchs of Lapendrar, Eltabbar, and Delhumide have shown the most improvement due to the weather project.  On the westward side of the Thaymount, deposits of ash make for incredibly fruitful soil.  Delhumide has seen enough death and magic for its land to respond well to water, but some of the crops that grow there have unusual side effects.  Lapendrar has grudgingly enjoyed the improvements the program has brought, especially in the lower cities of Nethjet and Nethentir (which were acquired later, in 1086, and continue to resist Thayan influence more than anywhere else).  The area's farmers have taken advantage of the good fortune while they have been able to, knowing that if rebel factions incense the Red Wizards enough, the rains could be turned off for good - or worse.

The sheer number and power of the effects going into Thay's weather shields make them inscrutable by any means short of epic level magic.  They are blinding when detect magic or similar spells are aimed at them, and divinations encounter as much interference.  No one will ever know how many spies and traitors have been executed before they could give away information related to this protection - nor is it likely they will ever be found.  Regardless of its expense or secrecy, most Thayans are quite proud of their bulwark against nature.  They know that it is one of the grandest magical undertakings in the history of Faerun, so any remarks about Thay's fine weather are more than just small talk, especially with foreigners.

Wednesday, September 7, 2016

The Bridge of Bones near Keluthar

Excerpt from the official map of Thay

On the coast of Lake Thaylambar is the small port city of Keluthar, an important supply point for all of the northern tharchs.  It is one of the oldest continually settled locations in the area, chosen for its strategic value alongside the mouth of the River Thay.  Not only does it have regular visits through its extensive docks but it is an end point along the Sur Road which connects Surthay and Gauros by land.  Since it is also almost directly across the lake from the grand markets of Eltabbar, Keluthar handles all southbound shipping of note.

Keluthar was the capital of the tharch for a brief while after the sack of Delhumide city, when Thayans were trying to solidify their power after gaining their independence.  As a Mulhorandi town, it had been dedicated to Osiris and the rites of the dead for Mulan citizens.  It had the most opulent resting places and its priests tended nearby necropoli.  It was no surprise when Keluthar suffered a particularly violent wave of "renovations" after the revolt, as the old signs of worship were destroyed.  Instead of giving the town a whole new purpose, however, edifices were slowly but surely restored in bold new ways.  

The necropoli in Delhumide were once the most revered and sought after, and in some ways, that's still the case.  Many nobles continue to find it fashionable to be buried at Keluthar or its outlying necropoli, especially if they live in the rough, less civilized lands of Gauros or Surthay.  And whether they like it or not, slave corpses are often shipped to the great clearinghouses operated by House Tam.  (Shipping the dead isn't compulsory, but it does bring in coin to offset the loss, and most organizations want to be in the good graces of House Tam.)  From there, bodies are distributed for experimentation, raising, and any other purpose the overseers approve.

Umratharos eventually stole the honor of being Delhumide's capital, choking off the lion's share of the gold and attention Keluthar had started to enjoy.  The city has since filled its coffers mainly through fees for services related to the dead.  It has struggled to become a reliable source for spell components, poisons, drugs, and shipping materials.  Local plants and creatures are often twisted by leftover magic, offering unique toxins and intoxicants.  Umratharos chokes off as many supplies from the north as it dares, however, and the Sur Road does not have a branch that doesn't pass through the new capital.  Thus, tere is a continual tug-of-war between the cities and while many Thayans pass through Keluthar, its growth has been sluggish in recent memory.

The Bridge of Bones is a great - and some say horrific - monument that crosses the River Thay near Keluthar.  Bridges were constructed on the spot for centuries before Thay's birth because the river's waters can be particularly treacherous.  The Mulhorandi Empire established a notably large and impressive bridge there, book-ended with mighty statues of their gods.  Of course, it couldn't stay that way, and a number of Red Wizards had the pleasure of bombing it into oblivion with spells.  The ruins were kept as a statement of their power for around a century until House Tam suggested a new design.

Thousands of bones of all sizes were gathered from across the country, taken only from enemies of Thay.  Keluthar gathered a panel to deem the donations worthy of being used and while anyone could submit a corpse, in practice few were allowed that were not presented by nobles.  The bones were magically hardened, coated in precious metals in some cases and treated with alchemy in others, and arranged to form the new bascule bridge.  Gnomish slaves provided the knowledge of how to install its two platforms, which raise and lower on either side through counterweight mechanisms (with a magical backup, in case anything goes wrong).  

Gate towers of volcanic rock on either bank also have room for rotating groups of guards.  These defenders are generally bored or busy trying to squeeze fees, favors, or diversions from travelers.  Guards rarely sleep in the towers but there are cramped bunks, as well as stocked armories and kitchens in both of them.  They can cut themselves off defensively if necessary, and a few times it has been.  The towers also anchor the latticed elevated walkways that cross over the river as viewing and offensive positions for the bridge's defenders.  They are identical five story buildings with ground-level entrances on the interior side of the bridge.  The surrounding banks are set with the large other bones of monstrous foes and laced with traps, and several gates must be raised to allow visitors to pass through them.

The towers and walkways showcase the skulls of Thay's foes, with the largest arranged along the towers' exteriors.  The collection has grown over time and permission must be granted to add or remove any.  While the smaller bones are an anonymous mix, the skulls are each numbered, named, and known, and it is a tradition to spit at them in disdain.  (The guards hate this practice, as it is sometimes used as an excuse to catch the staff in an ugly spray.  Only those who don't need to use the bridge spit near the guards, however, since they have authority to make even nobles wait.)

The guards will share the history of the bridge and its trophies for a donation, and will help spread rumors of the skulls' magical powers for free.  A number of the bones have been found to be enchanted, but the exact spells aren't known except to the guard captains and they are changed at irregular intervals.

Saturday, September 3, 2016

Ranks of the Red Wizards

Art by Artastrophe

<Lucindiya glances sideways at the stranger who's been jawing at her over ales at the front bar of the Withered Rose.  It's midday so most of the common folk who will crowd the seats later are off working, and the only other patrons are at tables in the far corners of the room.  If the man perched beside her is the young, successful merchant from another tharch that he claims to be, then he could use some advice.  If he's a foreign spy then he isn't a very good one and nothing she tells him will be of much use.  He is, after all, asking wide-eyed about the inner workings of the Red Wizards.>

Sure, I can tell you about the ranks of the Red Wizards so you know how to address them properly - if you buy my next drink.  Obviously, I'm not one of them, but I am a wizard born and raised in Thay, so I've had to pay close attention.  And I can see why a merchant's son would want to know more about what they do, just in case you can serve their needs more directly.  Not a bad idea at all.

<Luci listens and watches him closely without appearing to do so.  If he asks why she's not wearing the red robes, then he'll reveal that he's not Thayan and she can begin weaving wild tales of bullshit hierarchies and horrific, fake rituals.  If his body language and expression are relaxed with the understanding that her elven and Rashemi blood will keep her from being invited into the fold, she can tell the truth.  Either way, it looks like she'll be getting that free drink as he clinks a coin onto the bartop to summon Reggia, who serves and retreats as swiftly as a summoned creature.>

The eight zulkirs really are the top of the food chain, no matter what anyone tries to tell you about a "super-secret cabal" or a "shadow emperor" being in charge.  They fought hard to get where they are so that no one can tell them what to do, and they mastered their schools of magic in the process.  They elect new zulkirs when the time comes, along with the tharchions and khazarks, so they don't have to answer to anyone else.  They'll never let us forget it, and why should they?  Cheers to the zulkirs!

<Luci raises her newly frothing stein.  At that cry, everyone in the tavern raises their cups, whether full or empty, and echoes the toast almost on reflex.  Though she pauses afterward for a long swig, the stranger gives every indication that he knows Luci's not Mulan enough to be a Red Wizard.  At least he's decided to be polite and keep his mouth shut about it.>

They'll destroy anyone who tries to take their piece of the pie, and you can take that to the bank of Waukeen.  Sure, they make moves against each other, but if you want the zulkirs to work together in an instant?  Just show them evidence that one of their number is trying to reign supreme and wipe out the rest.  Or uncover a plot that will interfere with enough territory or resources.  And very soon, there will be an open seat among them.  But they each master a different school of magic and live far apart, so that keeps them out of each other's way.  Mostly.

Yes, there are rumors that Szass Tam wants to make himself our One Supreme Leader and is the strongest of the eight.  Some of that might be true.  But he would be a fool to do what we expect, and he is no fool.  He is the most patient of the zulkirs, and he did not spend all of his time building up our nation for nothing.  I would guess that Velsharoon has much more to fear from Szass Tam than we do.  There's a reason worship of Velsharoon is forbidden here, and why we hunt his followers wherever we find them - and why we welcome necromancers in every enclave, no matter where they come from. I wouldn't be surprised if we saw cults of Szass Tam springing up and if he disappeared for a while, only to re-emerge in a new form.  

But you didn't hear that from me.

Anyway, most of the hierarchy isn't a secret; every title is a badge of honor.  It's hard enough to be tested for magical talent as a child, and worse to be trained up by Red Wizards if you have the gift.  By the time you're an adult and invited to wear the red, you're damned well going to want a title in front of your name for your suffering.  That doesn't mean your title will be simple or decorative.  You're going to earn it, and probably more than one, and then you'll wish you didn't have them.  But it will be far too late for you to back out because the zulkirs will be watching. 

Every zulkir has seven circles of wizards below them, you see, adding to their strength.  These wizards specialize in the same school of magic, or they requested the privilege of service, or they were chosen (those are the ones to pity, at least a little; it's not like they can refuse).  They continue their studies and servitude within the circles once they "graduate" into the order, until they die or maneuver into another school.  They handle different matters related to their craft and get tapped for special assignments, but what some of those are, you'll probably never know.  You'll probably sleep better that way, too.

The circles descend from the top, with most members stuck at the bottom.  Isn't that always the way?  Each one has rulers appointed from the circle just above it, but sometimes the higher-ups squabble and try to dictate what goes on well below them.  Stepping on each other's robes, as they call it.  Sometimes there are duels; others just use threats or blackmail to settle the matter.  Either way, the positions are filled and the duties are assigned.  Anyone who holds up the plans might end up in front of a zulkir for "correction," and nobody with half a brain wants to risk that.

<With barely suppressed shudders, both Luci and her temporary drinking companion imbibe thoughtful swigs.>

Your position in a circle isn't just about how powerful you are, though that's part of the equation.  You might be moved up because of some incredible thing you managed to pull off, but that can make it harder for you to keep your new station.  You can also be demoted if you fail or you tweak the wrong nose, and the highest level spell you can cast won't save you from such an insult.  There's no set amount of time for you to be in a rank until you "graduate" to the next one, but it's rare for a wizard to stay in the same circle for more than a decade.  You'll probably be shoved into a local cabal at first, unless you're needed somewhere else.  That's what a smaller group of wizards is called within a circle.  The most senior member tends to be in charge, and has a handful of others to rule.  

So, are you ready for the rundown of the ranks?  Let's have another sip or two first.  We have a long way to go.

<With a drink and a sigh, she begins the breakdown, shuffling her stein from hand to hand, almost in a pattern, as if she were casting a spell, even though she isn't.>

Voskirs are our best alchemists and innovators, and it's no coincidence they're just below the zulkirs in authority.  They're in charge of experimenting with new spells, reagents, techniques, all of that.  In short, they tend to be stark-raving mad, but ballsy and brilliant.  They usually focus on the larger projects, the higher spell effects, the greater areas and such.  They draft the plans (or take credit for work their underlings give give them) but only handle the most important tests directly.  Otherwise, they supervise lower members' operations or advise the zulkirs.  Most of them spend their time in Delhumide or the Thaymount, where there's less of a chance that they'll destroy something the Red Wizards care about.

Ulokirs are managers and the last gatekeepers of the hierarchy.  They plan and staff special assignments in the enclaves, our homeland, or anywhere else we have outposts.  They schedule rotating groups to maintain the spells controlling our weather, for instance.  Just who goes, how they travel, where they end up, or what they do is a mystery, and the ulokirs make sure it stays that way.  There are plenty who would love to sabotage our weather net in the name of Talos (and wouldn't the Storm Lord just love to tear us a new one after all of the years we've kept him out?).  Not all special assignments are so massive, and groups can be formed from different schools or professions.  But when a ulokir calls, you obey, unless you are a voskir or zulkir.  And anyone who wants to reach the highest circles usually has to be filtered through a ulokir first.

Thraskirs are judges that handle problems with lower ranks or non-wizards (higher ranked wizards are at the mercy of the zulkirs by default).  They also consider and recommend wizards for nomination into the Red Wizards' ranks, though the zulkirs have the final say.  They often study as barristers at some point until they memorize our laws inside and out.  Some of them don't care about the finer details, though; they know that whatever they rule is going to be followed in that case, unless a ulokir or zulkir steps in.  They're the most common judges in Thayan territory, when a ruling is called for.  This usually happens when noble houses raise enough of a fuss that the Crimson Courts can't decide, or don't feel safe in deciding their cases.  Pity the fools who let their petty problems catch the thraskirs' attention.  Otherwise, they study the laws of other lands for loopholes and limitations we can take advantage of when we travel, something very handy indeed.

Nishkirs aren't parchment-pushers; they're the monster-hunters of the Red Wizards.  Their mission 'to uncover the ways that creatures interact with mystical energies' is all the excuse they need to track, capture, or kill anything they wish.  They study whatever moves, whether it has magical abilities of its own or not, and whether it's living, undead, or something else.  They experiment to see if spells interact with creatures in new ways, or if they can emulate unique abilities, or if they can barter or steal original spells.  They also figure out which of a creature's pieces can be used as spell components or for magic items.  Basically, their job is to put other beings to use for the Red Wizards and maybe for Thay.  They're even named for the outsiders that wizards dread most - the nishruu, eaters of magic.  (But the only way to make nishruu useful is to turn them on our enemies.)

Draxkirs are masters of logistics.  They ensure that the Red Wizards have what they need to function, whether that's components, sacrifices, or other, more rare and valuable things.  They coordinate with noble houses, guilds, and whoever else they need to because they catch all the hells for delays or failures.  Recently they've also been getting reports from the enclaves and researching areas where we should set up future enclaves.  Sometimes this makes their job easier because other lands have more of a component than we do.  Other times it makes their jobs more difficult because their superiors expect they can order anything through the enclaves and have it teleported to Thay overnight.

Barakirs are scholars.  They're practically chained to dusty tomes, not just from the history of Thay but from the history of magic everywhere.  Yes, everywhere.  They catalog new discoveries they're told about, but what they're really concerned about is the past.  Any intelligence about finding old spells or items goes to them for verification.  They don't make the decisions about whether to pursue a lead, mind you; they're just scholars.  But they do suggest missions that are more worthy of attention, and they can recommend groups they know for the honor.  It doesn't hurt to be on good terms with a barakir.

Last and certainly least, alakirs are novices.  They've gone through their initiation and made it into the ranks, but that's about it.  Until their masters say they're ready to move up, they get to be the go-for lackeys to any higher wizard who demands extra hands.  They could be sent anywhere to do almost anything, but they're too valuable to risk needlessly, so they rarely leave Thayan territory.  Alakirs should never be underestimated, however.  They have their own powers, and their word is worth more than most others in Thay.  Crossing a novice will still get you executed unless you're very well connected and lucky.

<Luci can tell her companion is grateful for the break she takes to whet her whistle.  It's all a bit much for him, and by the expression in his eyes she's not sure if he's bright enough to remember it all.>

Since Red Wizards are nobles, they can always be called daeron or daeroness, but that title should come after any magical ones.  If a Red Wizard is also a tharchion, then it's wise to recognize that, too; the same thing goes for the ruler of an enclave, a khazark.  Cabals have a couple of positions inside of them that you might need to know - leaders are zhardeks, and a second-in-command is a jarinan.  Cabals sometimes have titles for lesser roles but nobody outside of their group bothers with those (and in some cabals, it only matters if a lower member is addressing you).  Always use the hierarchy if you can.  Never go straight to a zhardeck.  The jarinan is there for a reason.

Some Red Wizards insist on being addressed by their specific rank, but if there's no way for you to figure out what that is, the generic honorific for a Red Wizard is raalkir.  They'll correct you pretty fast if they have the mind to; otherwise, raalkir will get you through.  Keep an ear out for any announcers at events or in high districts, and learn the official symbols of their station.  They could be wearing their symbol as jewelry, or embroidery, or tattoos, but if they decide to wear their mark at all, you can be sure it'll be very visible.  And as I was once told, whenever a wizard gives you a hint, you should take it.

I've given you more than one hint here, and my daeron is probably already expecting me to be on hand, attending him.  He pouts quite beautifully when someone is late so I decided to stay a little longer to tell you more, but you didn't hear any of this from me.  Good day to you, boy, and good luck in Eltabbar.

<Luci rises, knowing that she's probably not much older than he is - but with her half-elven heritage and her wizardly robes, she's able to fool plenty of common folks, and that suits her just fine.>

Thursday, August 25, 2016

Designing Evil: Transforming The Seedy Motel


You've heard about the motels in the worst part of town.  They may as well be in their own world, but they've been around for ages.  Everyone knows what happens in those rooms - drug use, prostitution, and worse - and it's not difficult to believe the rumors.  None of them seem quite right.  The paint might be dirty or the layout fifty years out of date, or they could be suspiciously plain and difficult to see from the road.  At any rate, efforts to spruce them up come off as tawdry and cheap.  Half the time, they appear empty.  You can't imagine why anyone would have a happy reason to stay there.

If there is one piece of advice I can give about developing "evil" settings, it's this: Don't treat them all like seedy motels.  Too often, we keep our descriptions of troublesome places brief, hollow, and ugly because the inhabitants are cruel or their way of life is despicable.  We hurry past them and try not to go back.  Perhaps we are subconsciously uncomfortable with the material.  Maybe we want to discourage player characters from wanting to stay there.  So we pass even more of a moral judgment on the area than we realize, and set ourselves back in a number of ways. 

Grown So Tired of the Same Old Thing

The first way we weaken the impact of troubled places is by making them too much alike, visually and story-wise.  When every lair looks like it belongs in Mordor, any sense of mystery is ruined.  If the environment is continually decaying and inhospitable, the players will wonder why anyone sticks around or lets it continue.  And if every creepy house hides a bloody abattoir, investigating will probably start to feel boring and repetitive.  This doesn't mean you can't have a game where the bad guys are stereotypical or that you're doing anything wrong.  The reverse will have similar effects. After all, if evil lands are full of nothing but shining white cities, that can become dull, too.

Mixing pleasant and unpleasant details in a setting adds nuance, a touch of realism, and a particular type of difficulty.  Simply put, the worst people and places do not always have to be color-coded for our convenience.  At times we need a GM to play with our expectations to gain a special kind of enjoyment.  And even if blurring the lines makes some interactions harder, that doesn't mean the players won't have fun.  Deciding what to do about a wicked kingdom that produces the most beautiful art in the world is a haunting choice to make.  It could also make for a truly memorable and epic campaign.  Regardless, a blend will make everything feel more real.

What's Missing?

So how do we make sure that our creations are not like a row of seedy motels?  First, we need to notice what is not there.  Absence is one of the persistent failures in the design of evil locations.  Sometimes a city seems too Disneyfied, even if it should have less safe areas and unscrupulous inhabitants.  Where are the dangerous stretches, or the places that sinners go to indulge their vices?  How might these areas appear to be benign?  Go ahead and create a variety of them and scatter them around.  Some dens will be bad news and look the part, along with the neighborhoods around them.  Other sites will be rumored to be unsafe but will be found in nice areas.  A few will be unsuspected of any wrongdoing but have horrific secrets in the midst of splendor.

The problem of absence might persist even when you ensure bad locations exist, however.  If we return to the example of the seedy motel, we'll see that it's designed for limited stays.  Most are outfitted with basic furnishings but living there for months or years would cause some struggles.  Similarly, some settings only seem to be made for people to do Bad StuffTM all the time, and don't have many considerations for operating in a larger sense. Even tyrannical nations engage in commerce, the production of goods, waste disposal, and other aspects of living.  It's part of your job to imagine how a bad place fits into the bigger picture and how people there get what they need.  If there is a significant shortage, then it pays to spend a few minutes considering how the locals make up for it.  

Why?  Because there should be multiple reasons for inhabitants to stay, even in the worst areas.  It's true that in awful conditions, people will linger because they have no reliable exit, or keep experiencing setbacks, or are in poor health.  They might be afraid of the unknown or attached to family and a sense of loyalty.  They could have enough power through guilds or gangs to keep them sated.  But a fetid swamp may offer freedom because no one else wants to live there.  There could be great natural beauty, fine local goods, or a guaranteed stipend for working in the mines.  There might be sweeping celebrations that make locals happy.  Not everyone is going to despise being in an unwholesome place, and not everyone is going to be content in a bastion of goodness. 

A few people will suffer, a few will leave, but others will find ways to make their situation bearable.  By filling in these details, both the setting and the characters become more believable and powerful.

What's Half-Done?

There could be more to fill out than you think.  Emptiness is another condition that corrupt locations often suffer from, and it can be quite subtle.  I'm not talking about sites that are deserted because of scary reputations or recent disasters.  There are bound to be places that have little to interact with because of how damaged they are.  There are also sites in wastelands or others stationed far from society.  Those are part of the larger picture.  But like the seedy motel that seems eternally vacant from the street, wicked scenes have a way of remaining less than fully developed.  There are many small ways that this comes across, in gaming books and at the table.

Sometimes unsavory places are given less coverage and depth during a session or in books.  It isn't a matter of saving time or trying to focus on more relevant aspects, either.  A city with a brighter feel or a more diverse reputation will more often have full histories, district-by-district details, and even block-by-block ideas about who lives there and what can be found.  If a city known for tyranny is painted in a few brief strokes, it could seem like its people do nothing but suffer and that it has little of value to do or see.  This might happen even with grim sites of great importance, power, and reach - especially if we aren't aware that we're holding back.  

The language used to describe an environment is also easy to ignore, but potent in its overall effect.  Relying heavily on terms related to scarcity, lack, silence, and so on can make populated zones seem abandoned.  Repeating the same basic information instead of adding new elements is another way to make a scene feel limited, with little for the player characters to do.  This is fine when it is part of a blended approach, but when evil locations are routinely described this way, the game loses a lot of opportunities.  Taking a moment to figure out what the bright and bustling spots are going to be like can leave the players with a more exciting and well-rounded impression.

Last but not least, words can be used to paint every bad place with the same coat of ugliness.  Focusing on descriptive terms that make every building seem bloated, dingy, or cramped will hamper attempts to make them unique.  Highlighting threatening qualities and ruling out other possibilities doesn't take much effort, but can come off as bland.  There are other ways to make players uncomfortable or to encourage their disapproval, if that's important to you.  Jarring sounds or smells, oddities that shouldn't be in the scene, and bad attitudes from NPCs can carry a lot of weight.  It could be more disturbing that a cut-throat merchant's private club is elegant, inviting, and safer than the outside world.

Transform The Seedy Motel

Variety and equality are the keys to improved setting design.  Examine what you've done so far and look for points where you can twist expectations and try something different.  Keep track of how you intersperse the appealing with the unappealing, and try not to get stuck in one mode for too long.  Perhaps most importantly, do as much work for the dark side of your game as you would for the light.  If you usually come up with notable locales, tempting plot hooks, and a few friendly faces for happier destinations, do the same for others.  If you have non-combat oriented maps for peaceful waystops, offer some general  maps for shadier ones.  If you plan to develop a whole book's worth of material on a neutral city with a storied reputation, consider doing the same for a city of a similar size with a malevolent streak a mile wide.

This does not mean you approve of what goes on everywhere.  This does not mean that the players will have to portray evil characters or live in the worst towns.  But it will open up the full gamut of stories and a rich experience for everyone.

Wednesday, August 17, 2016

The Withered Rose Tavern of Eltabbar

Art by SnowSkadi

Not long ago in Eltabbar, the hidden temple of Samora was blessed with a great influx of gold.  Its high cleric, Azonia Valgon, decided to gift some of the surplus to her newly arrived cousin, Viktor, with the stipulation that he invest it in his new city of residence.  With somewhere around 1,000 gold pieces to spare, he sought a run-down tavern amidst the many in the district known as Wayfinder's End.  And when he found just the place, he bought it through proxies so no one would know that it was sponsored by a noble.

Why a seedy place, you ask?  Because Vik enjoys slumming, and besides, lower end real estate is still expensive in the capital city.  Why pick a business destined to be surrounded by the competition of other taverns and inns?  Because the hospitality district sees a great deal of movement, welcomes those within the city and from without - and Vik was planning on adding an additional feature to the menu.  Having taken over prostitution in facilities great and small with the help of his family in Tyraturos, he knew it could work in Eltabbar.

He had learned that a simple start would be best.  The basement is for storage and whatever hijinx the crew wants to get up to on their breaks.  The first floor, at street level, is the front of the poor tavern dubbed the Withered Rose.  It serves alcohol and not much more, but is staffed by the best drunken bar(d) tender, Reggia, formerly in the employ of House Gozal.  Anyone she hired on as help was fun but wily.  The premises are also guarded by a fit and handsome crew chosen by Kayzin Molvar, a prostitute's son raised among them and fiercely protective of them.

The second floor is outfitted with a collection of sparse rooms that would be servants' quarters elsewhere.  In this location, however, two of the rooms have single beds for pleasuring customers and the other two have bunk beds for the workers to sleep in, if they have nowhere else to stay.  The stable of prostitutes is not much more than a handful, but specially picked by Vik's concubine Yasheira, a diamond in the rough that he plucked from the rough and tumble whorehouses of Tyraturos.  They even receive some of the special training she has learned from her patron.

Eventually, Vik's fledgling business drew the interest of his cousin Ustarra, a former head of House Valgon in Tyraturos who fled with Vik's aid to Eltabbar.  Since he helped her to secure a place after she escaped a suicide mission her half-sister was sending her on, she offered to become a silent partner.  As in, she would sneak in and around, helping the venture thrive whenever she had time to spare, and no one would be the wiser.  Very fond of his drow-blooded "aunt," Vik accepted her offer.

The establishment is, in its own way, dedicated to Samora, the goddess of forbidden pleasures Vik serves.  It is named for one of her unholy symbols, a withered rose.  No one reports what is said there, even when drunkards rail against nobles or zulkirs.  No one judges the patrons who ask for whatever dirty little things their hearts desire.  Nobles have slummed as patrons (including its owner) and even as the entertainment (giving his cousin Azonia some real fun).  It is a pit of wicked fun in a city that is often too staid and suspicious for its own good - which may account for its success.


Behind the Screen

This location was pioneered by my partner in crime and supported by his fellow players.  It is one of several player-owned businesses in our Eltabbar campaign and can serve as an example of how such a thing can be run.  As a long-time fan of the Stronghold Builder's Guide, I was already using it for the other players' venues and upgrades.  I was also already using a customized version of the DMGII's rules for determining profits, so all I had to do was add personal touches for Viktor and his new acquisition.  Once everything was set up, it became automatic.  New month, new roll.  Add the modifiers that apply and go.  Pay the costs or reap the rewards, and invest in upgrades if desired.  So far, the Rose has remained as rough as it was on opening day.

Keep in mind that I run for adults who enjoy adult material and have a twisted sense of humor.  While nothing here is graphic, it is not exactly tame, but it is all fictional and meant in good fun.

Tavern Cost
adjusted from the Stronghold Builder's Guide  


Basement Level - Storage, basic: 250 gp
First Floor - Tavern, poor: 450 gp
Second Floor - Servant's quarters, basic 400 gp

Staffed via the Cult Leadership feat, it has few bells and whistles so monthly expenses are generally low.

Tavern Monthly Profit Check
adjusted from the Dungeon Master's Guide II

Primary skill: Bluff
Secondary skill: Diplomacy, Perform
Roll Bluff check DC 20

Modifiers (vary by month):
Owner has 5+ ranks in secondary skills +1
Owner spends 40+ hours a week at job +2
Owner gone from city -2
Located in a city +2 (will go to metropolis numbers after spending 16,000 gp)
Previous profit check failed (-1 per consecutive check failed)
A business partner successfully aids during the term (Ustarra) +2
A specialist is on staff (Reggia) +2

Difference in DC check *20 gp is profit or loss for month.

The following chart is to see if any unusual activity has happened.  Roll d%.

  • 1. Patient zero confirmed: Foul STD gets loose among patrons/employees. Pay 1D4*100 gold for healing, bribes.
  • 2. Kay and the boys go overboard: Beat customers too bad. Pay 1D4*100 gold healing, damages, bribes.
  • 3. Burning down the house: Major property damage (often fire-based). Lose 1D4*100 gold and/or items.
  • 4-5: He's dead, Jim: The wrong person dies in flagrante delicto and is tied to the tavern. Lose 50% profit.
  • 6-7: Only two sure things in this world: Unexpected taxes. Pay 1D4*25.
  • 8-9: Rolled and raging: Whores accused of stealing from customers. Lose 2D6*10 in gold for lost profit.
  • 10-11: Well, this sucks: Establishment robbed. Lose 2D4*10 in gold and/or items.
  • 12-13: Everyone's staying home: Unusually slow. Lose 50% profit.
  • 14-15: I drank what?!: That wasn't just a worm in that bottle. Fined 1D10*10 gold.
  • 16-17: La cucaracha!: Infestation of vermin. Pay 1D8+2*10 to be rid of the vermin.
  • 18-19: What did you call my mother?!: Tavern brawl gets out of hand. Pay 1D12*10 to fix damages.
  • 20-21: Reggia really lets 'em have it: Insult a roomful of customers. Lose 3D4*10 in gold.
  • 22-23: Bitches be trippin': Rumormongering and naysaying. Lose 1D12*10 gold.
  • 24-77: Nothing to see here: Normal business.
  • 78-79: Well-oiled machine: Served more brew, screwed more, too. Gain 50% profit.
  • 80-81: The dirty Szass Tam: Patrons appreciate what the whores are willing to do. Gain 1D4*25 in items or gold.
  • 82-83: The frat house special: Take on a private party. Earned additional 2D6*10 gold.
  • 84-85: Donkey show: A spectacle boosts business. Gain 2D4*10 gold in additional business.
  • 86-87: The bouncers are hot, too: Unusually busy. Gain 50% profit.
  • 88-89: Have to buy wings to talk to the Raisins girls: Devoted regular. Gain 1D10*10 gold.
  • 90-91: Bringing down the house: Solid performances bring in the customers.  Gain 1D8+2*10 gold.
  • 92-93: Tits for tat: Temporary business relationship. Gain additional 1D12*10 gold.
  • 94-95: Just passing through: Caravan is grateful. Gain additional 3D4*10 gold.
  • 96-97: Must've dropped it on the way home: Forgetful patrons leave trinkets behind. Gain 1D12*10 in items.
  • 98: Outdrink Reggia!: Well-advertised drinking competition. Gain 1D4*100 in gold and/or items.
  • 99: Nobles be slummin': Generous donor. Gain 1D4*2000 gp to invest directly back into the business.
  • 100: Samora's bounty: Anonymous donor leaves 3,000 gp of goods from the BoEF (or BoVD with permission)

Thursday, August 11, 2016

The Temple District of Eltabbar - a.k.a. "The Zoo" - and its Major Houses of Worship

Art by SnowSkadi

The temple district is not at the heart of Thay's opulent capital city, Eltabbar, just as religion is not at the center of most Thayans' lives - but there is a religious district, and everything about it is arranged with purposes that have nothing to do with faith.  

All official public places of worship must be registered with city officials and confined to a private island of their own.  It is always set off to one side, even when the various islands of the interior are magically shifted around Lake Thaylambar to allow for the city's growth.  And as usual, this arrangement is codified in law.

Some of the oldest codes in Thay are about religion and establish a few central tenants.  First, no religious entities can control the country's highest offices; zulkirs can only be wizards and cannot even possess a touch of divine magic.  This keeps the country from reverting to a theocracy like the one Thay won its independence from.  

Secondly,  worship of the gods of Mulhorand, Mystra, and Velsharoon is forbidden.  All other deities are allowed until they prove detrimental to Thay, and Mystra might be forgiven if her next incarnation proves worthier of her power.  (In practice, evil and neutral deities have buildings dedicated to them in the interior of the country; very few temples to good powers exist, and those that do are roundly ridiculed.)

Third, places of worship cannot be raised in any city's center, which is reserved for places vital to the operations of the country.  In some cities, temples are pushed to the outskirts, or they are scattered throughout and kept far away from one another.  But in Eltabbar, the first tharchion decided to round them up, "the better to keep an eye on the zoo."  And that is the common nickname for the district, except amongst the most devout.

Houses of worship in the capital are showcases for the wealth and victories of the upper crust more than anything else.  Noble houses vie with one another to donate more extravagant pieces that will also bear their names.  Minor temples might be smaller in size but can be just as rich in magical additions, artwork, trophies, and the like.  Major temples often perform functions for residents that require more space (and this is often the case elsewhere, since Thayans want their gods to prove useful in this life and not just the hereafter).

Any citizen or guest with permission to see the capital city can go to the zoo any time they should not be elsewhere.  Commoners tend to go before or after their work for the day since worship is not an acceptable excuse for being late or absent from one's duties.  Generally, the poorest citizens only dare to go late at night so their relative unsightliness can be hidden by the scheduled rain.  Nobles go when they want to be seen, if their house does not have its own private shrines, or if their god is not represented in their house.  

Slaves are not allowed to set foot on the island to worship, though they may be summoned as servants, sacrifices, and so on.  Their prayers must be in private or in tightly regulated groups within the slave quarter, which houses many makeshift shrines.  Slaves, like all within Thay, cannot be forced to serve a deity or kept from worshiping their gods at all.  But any who are found praying or making donations at the zoo are punished, their donations moved to the appropriate shrine in the slave's quarter, where such pitiful fare belongs.


Major Temples

At the center of the zoo is the temple of Kossuth, known as the Flaming Brazier*.  The giant basalt stepped pyramid is the flagship for the entire faith and a frequent stop for many when they visit the area.  Lit from within and without with fires both magical and mundane, its topmost layer erupts in fire, smoke, and even lava during high ceremonies.  Interior chambers glimmer with jeweled mosaics depicting Kossuth's salvation of Thay in the Salamander War and other victories, as well as his eternal rivalry with Istishia.  

Nearby, the looming, black marble edifice called the Black Hall stands tall as Bane's contemptuous fist in the sunshine of the city.  It is permanently limned in purple flames and encrusted with glowing purple runes imbued with various spells, both defensive and offensive in nature.  It not only runs a combat and torture training facility for the faithful but also receives prisoners for punishment from all levels of society.

If the jaded people of Thay believe in anything, they believe in bad luck, so it is no surprise that the Beshaba has a sprawling temple in Eltabbar called the House of Curses.  Many Thayans visit before important ventures and bring sacrifices to beg the Maid of Misfortune to look away from them for a while.  Others go to pray for curses on their enemies, and bribe the clerics to see that their will becomes Beshaba's.

The Shadowkeep is boasted to mimic Mask's own palace in the Plane of Shadow and is constantly obscured by a thick, dark mist except for its primary opening.  It is said that only the high cleric and the tharchioness know how many ways in and out of the structure there are, but which ones you are able to access depend on your powers and skills.  Entering by the main door is mocked, and entering without being noticed is always a goal, whether one is a rogue or not.  Many seek advice in the ways of trickery here.

Not only is Oghma's temple, the Abbey of Artifice, a favorite with bards, builders, and seafarers, but it is also popular with wizards dedicated to research and invention.  Visitors enter the central round lobby where high rituals are held.  To one side is a library wing for stories, schematics, and documented inventions deemed appropriate for other Thayans to know.  Such knowledge can be offered by anyone, including slaves.  The other wing is a workshop, training, and debating area strictly for the faithful.

The Hanging Garden of Siamorphe is a lush white palatial estate arranged in tiers.  It is beset with all manner of greenery from across Faerun (and, reputedly, the planes) and ringed with columns carved with images of zulkirs, other important nobles, and former versions of Siamorphe.  The exterior is decorated with the official symbols of all 90 recognized noble houses of Thay, arranged hierarchically according to their founding date.  It is open as a venue for all noble ceremonies, is the place to inquire about bloodlines, and houses the local records of House Delizan.

Waukeen's lavish Gilded Cathedral is a resplendent testament to Thay's adoration of wealth and has only grown in importance with the success of the enclaves.  Its sheer profusion of precious gems, metals, and fabrics is only saved from ugliness through expert designs.  The Hall of Bartering is open to the public for auctions of all kinds, including very special slaves and divorce rights (from which the church gets its cut).  Smaller rooms can be rented when seeking clergy to broker deals, which they will do regardless of who the parties are, so long as the fees are paid.  Although the church will also store items or currency, either before auction or for safekeeping, they are kept off-site in secret vaults hidden throughout the city.

* Given some detail in the novel Unclean by Richard Lee Byers.

Friday, August 5, 2016

My Author Bio Page

Art by Folkvangar

In her Batman persona known as Kismet Rose, Kismet writes articles and books for tabletop roleplaying games.  This is a special part of her life and hobby that she indulges whenever she can, since she is not a full-time writer.  She offers a large selection of material for free on her web sites, archives other free gaming web sites with permission, and has six published works for Pathfinder that are currently available for sale.  She usually switches between writing about D&D, Pathfinder, and World of Darkness games, though she hopes to add others to the list.


Gaming History

Kismet roleplayed naturally throughout her childhood without knowing what such games were called.  She played that way without rules or instruction because she lived on stories and imagination.  She began roleplaying in earnest in October 2nd 1995, with her first character Kismet Rose and her Storytelller and partner in crime, Nate (who has become her partner in crime and Storyteller once more, many years later).  

She started out with Vampire: the Masquerade, which she played one-on-one and in group games online (on AOL's chat rooms and via private messages).  She started her fan web site for Vampire circa 1999.  She stayed in the World of Darkness exclusively until around the year 2001, when she was introduced to D&D (second edition).  Not long later, she began to run her own games for the first time in D&D's 3rd edition (and started her fan web site for it in 2002).  She has been gaming fairly steadily - usually taking the DM's role - ever since.  

Over the years Kismet has tried some different tabletop games - Stargate SG-1 (which she made a small web site for, since so few existed), In Nomine, Pathfinder, Delta Green, and a few others - but hasn't tried for an exhaustive variety, and there's plenty that she has yet to play.  She isn't much of a LARPer, board gamer, wargamer, or a card player, though she supports those cousins to tabletop and has some familiarity with them.  She loves miniatures even if she doesn't use them very often and is absolutely enthralled by maps.  

She has gamed in stores and in other people's homes a bit but prefers to play in her own home, surrounded by her books.  The largest group she has been a part of had six people in it, including the DM; her normal group size is four people (usually with her three most favorite people in the whole world).  She has steadily written in play-by-post games since about 2010.  While she was able to run once a week for a number of years in college, in more recent years she's run about twice a month (and gotten to play twice a month; joy!).

Hobbies, Interests, and Degrees

Kismet has had a natural love of history, mythology, fairy tales, folk tales, fantasy art, writing, reading, the art of film, horror, the supernatural, the Gothic, cities (and Los Angeles in particular), fictional places, and so on for most of her life.  She studied a number of these interests in college while majoring in English literature, in which she obtained a Masters degree from California State University, Los Angeles.  She brings all of her background to bear when she writes, along with a sense of poetic rhythm.

She lives and loves in Southern California with her cat and her partner in everything, Nate.  They are all native fauna to the area and Kismet has never lived anywhere else.  She has a demanding job in higher education that she loves because it is always a challenge.  In whatever time she can spare she enjoys game design projects she might never finish, walking, swimming, the art of conversation, watching the many amazing shows that are on television, going to the movies (especially to support horror films), reading, building communities online, arranging big family-style dinners with people she enjoys, and a number of things she has probably forgotten that she does all the time.


Guiding Design and Writing Principles

There are a few key pillars Kismet maintains in all of her game writing, and in her roleplaying in general.  (She also looks for these qualities when she buys gaming books):

More Options, Fewer Mandates: She aims to give players and game masters more choices they can use as they wish, and to make it easier for them to tweak or discard what they don't like.  She might present strong themes and she has her own vision of how her materials can work, but she would rather her readers feel inspired instead of constricted, even if it means that readers only use her work in pieces or in other ways.  Ironclad dictates are not her cup of tea, particularly when it comes to telling game masters how to run or players how to play.  Each group is an organic assembly that has its own desires, experiences, and boundaries and she respects that.

Gameify It: She feels that it is very important for a gaming book's "fluff" to be reflected in and supported by the "crunch."  This means that the fiction and descriptions should be translated into game mechanics whenever possible so that gamers have ready access to how they can work.  She strongly feels that it is not enough to just describe something cool in a game supplement and leave it at that.  Part of what people are paying for when they invest in a gaming book is immediate usability, as well as strong examples (from which they can make their own adjustments, if they want to).  This is especially true for gamers who are strapped for time, of which there are many.  Gameifying what is written also showcases the game's system and helps everyone become more familiar with it.

Adults Making Games For Adults: Over the last two decades, she has covered a broad variety of grim, difficult, and complex situations in gaming, regardless of the system.  Having grown up with roleplaying, she believes that while some games should be aimed at children and others should be open to them, more adult concerns should be directly addressed and more mature options should be offered.  This does not mean that she writes graphic material; on the contrary, she believes that even the darkest subjects can be presented calmly and without gratuitous nastiness.  But her target audience has always been discerning adults.

Sacred Cows Aren't Sacred: She has no allegiance to "sacred cows" in any game and is willing to change or slay them outright, as needed.  This is not out of disrespect for the concepts, original creators, or fans, but to offer more options for those who want them.  Strictly speaking, D&D doesn't need to have dungeons, elves don't have to be modeled after Tolkien's version, and vampires can have sex if they want to.  Sometimes all it takes is a change to one aspect of a game that everyone takes for granted to open up a new world of fun.  Those who want to keep the old ways will, but those in search of novelty deserve support, too.


Awards and Accolades

She has been very glad and humbled to receive in-depth 4 and 5 star reviews on the products I've contributed to and written on my own.  She's used any feedback on things that could be improved to edit any PDF products that were still able to be updated.

She has also been deeply surprised and pleased to have Kismet's Dungeons and Dragons nominated for an ENnie award in 2016, in the "Fan's Favorite Publisher" category.  It is the only category for which you do not have to submit material yourself and can be nominated by others.  It was the least thing she expected to see when she went to vote, and she will always be touched by it.  It seemed completely appropriate since that site was what brought her to the attention of 4 Winds Fantasy Gaming, a little gaming company that gave her a chance to live her dream of writing for a gaming publisher.


Would You Like To Know More?

If you have questions, reactions, constructive feedback, or other concerns, you can always email me.  I have always enjoyed interacting with folks who happen across my sites and books, and although my days are rather full, if you have a writing proposition, I will certainly hear you out.