An overview of the wonders and terrors of the land of Thay in the Forgotten Realms.
Saturday, July 24, 2021
Is Kismet's D&D Canon, and Why Should You Care That It's Not?
Sunday, April 25, 2021
Ranks of the Red Wizards Video
Are you looking for an easy-to-watch video about the ranks of the Red Wizards? Would you like to see information about the Red Wizards that's up to date with the current timeline (post-Spellplague)? Forgotten Realms History has your back! They incorporated material from this guide with the goal of giving quick descriptions of Thay's hierarchies and explaining how things are in 5th edition's Forgotten Realms.
It's an entertaining watch and gives a nice overview while also providing nice visuals, clear voice work, and nicely accurate closed captions.
I'd meant to share this video here many times before but got sidetracked (my apologies!). I was very pleased to see that what I'd developed was of use to other gamers. I was also glad for this kind of overview, which is just over 6 minutes long and easy to follow. Thank you, FRH!
Wednesday, March 17, 2021
Thay's Slave Trade: An Insider's Perspective
From the Pen of Tari Govannon
Tried and True
Innovations in Tyranny
Allies and Ringleaders
Closing Thoughts
Saturday, March 13, 2021
A Missed Opportunity in Forgotten Realms Design
It occurred to me this morning, rather out of the blue, that 4th edition was a huge missed opportunity for necessary development in the Forgotten Realms. Now, it's no secret that I dislike the official decisions about Faerun during 4th ed. and the rationale for making them. My version of the Realms (in my games and on my sites) ignores those developments entirely, and I don't own the books. This isn't because I'm behind; it's because after serious deliberation, I opted out.
But that's not important right now.
What's important is that we're still feeling the effects of what wasn't done to the Realms during 4th ed., but in a subtle way that's difficult to recognize. The changes that were made have been largely incorporated into 5e materials, but there have also been efforts to roll some of them back (like undoing many geographical changes of the Spellplague and returning some gods that had been weeded out). By and large, though, Faerun trundles on, much as it had before, with many of the same elements. But the elephant in the room is made up of old problems that could have been addressed, but remain unresolved.
The 4th edition design philosophy of "points of light" (small bastions of civilization in wild, dangerous regions) wasn't needed in Faerun, where gamers went to experience different fantasy kingdoms at various levels of advancement, including higher levels of organization. The aim to tear down Realms history so it wouldn't intimidate new gamers ran counter to the love of lore that kept people in the setting for decades. Sweeping "Realms-shaking events" weren't needed to make Faerun exciting again; there was already plenty going on in that area of the world.
It seems like big shifts in lore are now S.O.P. when a new edition comes out, so some of what happened may have been inevitable. But where these design choices were truly needed was in the rest of Toril.
Behold the world in which Faerun rests:
Although it's easy to forget, Faerun is just one slice of one continent - and a small slice, at that. There's a whole world out there, and only some of it has been developed before. Once upon a time in 2nd edition, other continents were their own settings: Al-Qadim, Oriental Adventures, and Maztica. They were largely products of the 1990s, when a number of popular game materials (not just in D&D) were based on real-world ethnicities and cultures that had been remixed and presented in a fantasy format. D&D's great competitor during the 90s, the World of Darkness, relied heavily on real-world stereotypes for some basic character types, and while some weren't comfortable with it, there wasn't much blowback at the time. After all, that's just how it was, and all the cool kids were doing it.
But the present day isn't the 1990s, and in some important ways, that's a good thing. Over the last 20 to 30 years, we've heard from various groups of gamers, including those who've seen their cultures loosely pasted onto game products. We've seen that stereotypes can be off-putting to people who would otherwise be comfortable, welcome members of the community. And we've learned that the old approach isn't necessary moving forward. Yes, gaming development often starts with stereotypes because they're patterns we know well and can call upon quickly. But there's no reason to leave those stereotypes in place or to rely heavily on real-world equivalents, and there's a lot to be gained if we don't.
Fantasy tabletop games are fantasy and deserve to be unique, in their own right. That doesn't mean we can get away from reality entirely; we base what we know on what we've seen. But designers can look deeper into the decisions they make and create more exciting things by going against common expectations regularly. They might start with stereotypes, but they don't have to maintain them. We can all throw more imagination into the blender and mix everything further, not just to see what happens but to respect everyone who might be - or could end up at - the table.
But this hasn't happened with Faerun's 3 sister settings. For the most part, they've been left to gather dust since 2nd edition, although Oriental Adventures (itself a problematic title) was given a 3rd edition treatment. Each setting still has some fans and is included in Forgotten Realms wikis; they're just frozen in time. The older books are available for purchase via DriveThruRPG, but the disclaimers are some of the only new things about them. For the most part, they've been like an embarrassing family secret that only some family members discuss (and only with others they believe will agree with them).
On one hand, I can understand why. It would take a prodigious amount of work to update them, and the gaming community explodes into nasty name-calling whenever diversity comes up. "Censorship" and "cancel culture" would no doubt become the buzzwords of the day, and nobody wants to deal with vitriol from customers every day at work. The good people at WotC don't need to deal with the rage that would result, which means the settings will probably remain like vestigial limbs, awkward and without much use.
But it didn't have to be this way. In fact, 4th edition's entire approach would have provided everything needed to solve these issues. The very map of Faerun was changed during the Sundering, with entire countries like Halruaa moving to other planes. Something this could have been done with Kara-Tur, Zakhara, and/or Maztica, if one was looking for the quickest route to resolving them. This doesn't mean each continent needed to be lost, leaving gaping holes in the map of Toril; they could have been replaced by continents from other worlds, or even demiplanes.
The "points of light" approach could have been employed instead to transform these regions in major ways, while retaining some of the original material. This could have also been used to inject more fantasy elements and move away from real-world stereotypes. Tearing away sections of history could have been helpful for reforging these settings, as well. Updated mechanics could have been used those who wanted to update their old games to the newer edition. Fans who might have been upset by all the changes could have relied on older books for lore and newer ones for crunch, rather like some of us did did after 4th ed. tore up Faerun.
And there was also the possibility of taking one of the unknown continents of Toril and making something great there. 4th edition designers certainly wanted to keep Forgotten Realms players onboard and were bound to handle Faerun in some way, but they didn't have to stick only with Faerun. Imagine it: "Want to adventure someplace new, but still be able to sail to Waterdeep? Here are modules about the X continent, which was protected by a magic barrier for thousands of years. Those in Faerun recently felt the shockwave when the barrier fell - but what's happened to the peoples who lived there? Why was there a barrier in the first place? What kind of legacy can the PCs make by exploring where no one from Faerun has been before?"
I understand that hindsight is 2020 (ugh, that saying just doesn't feel right after having survived what 2020 was), and many variables go into design choices and philosophies. I respect everyone who worked hard to keep D&D and the Forgotten Realms going; I don't have to agree with all of their decisions to respect designers who were doing their best. Of course, dealing with these old settings wouldn't have been easy, and designers would have run the risk of being crucified either way - but under the banner of updating Toril for a new edition, the Realms could have truly moved forward and some of the explosive reactions could have been reduced to smoke. And it will be awhile before such a golden opportunity comes around again.
Meanwhile, the new Vampire: the Masquerade is showing how these efforts can be made with care and many fans are showing how such efforts can be received with support and gratitude. And WotC, via D&D, seems to be trying to find ways to shift course toward more inclusiveness in the middle of 5th edition, regardless of the waves of outrage that batter their stalwart ship. In that charted course, I am certainly on board.
Wednesday, February 5, 2020
The Town of Rathor

Rathor
Alignment: CN
Rathor is a small town of woodsmen and miners nestled at the base of the foothills of the Sunrise Mountains. What maps do not tend to show are the forests which cover the foothills and provide much of the town's livelihood. There are two reasons for this: first, maps are not made with intimate knowledge of Thay (and are often seeded with false information), and second, because Rathor and its environs are largely forgotten on the country's stage. On one hand, the inhabitants are glad to be away from political nonsense, but on the other hand, they secretly crave recognition for all they contribute. For better or worse, they may soon get it.
Normally, Rathor receives many visitors for trade, so it is set up with more inns than one might expect. They also welcome the druids and rangers who frequent the region, however, so they are mindful of the land when they build anything. Streets have not been paved and the town has carefully developed away from the treeline. The wooden walls are treated with fire-resistant alchemical pastes. Waste is carried by slaves to central vats and then disposed of in batch lots, by magic or creatures. Food animals are used down to their smallest components and composting is mandated. Magical lights are set close to the forest rather than fires, and only trees marked by druids are logged (and are swiftly replaced). This makes Rathor a more pleasant place than it might be otherwise.
The presence (and protection) of druids and rangers is relatively rare in Thay; this is one of the few places they are powerful, well away from the city streets of sprawling metropolises like Eltabbar. The town also has a higher population of elves than elsewhere, particularly wood elves; they have been sent for specifically to benefit the forests. Elves who think they will have an easier time escaping soon meet defeat in the woods, where the druids are not kind, and in the steep, unforgiving mountains. Slaves in Rathor are worked hard and given the more unpleasant tasks, but the townsfolk all work hard, so they do not tend to outright abuse slaves who perform well. Justice in Rathor is swift and harsh for all, with duels to the death, being hunted by beasts of Malar, and being fed to wicker men being common sentences.
Once each year, the temple of Malar hosts a High Hunt. Slaves who wish to participate are hunted in the forests and hunted for the next night and day. They are not forced to do so, generally, because it is a challenge of their will. Those who survive win their freedom. Needless to say, few have ever succeeded. One who did was Vesdan, an elven woodsman who hid his druidic magic. Upon winning the hunt, he left Thay - but to everyone's surprise, he returned to Rathos and married a local Rashemi woman, taking her surname of Szollos. His daughter Lucindiya was born free and developed skill as a wizard. Although he was often scorned, Vesdan worked in the town's defense and won some begrudging respect.
Recently, the tharchioness Azhir Kren fell in battle, trying one last time to strike at Rashemen. There was no clear successor and a number of contenders arose to take her place, throwing Gauros into civil unrest. Attacks from strange Underdark creatures were on the rise, but all anyone seemed to care about was the power vacuum. It was then that Vesdan Szollos threw his hat into the race and petitioned the temple of Malar in Denzar to end the stalemate. He knew this would outrage the populace and wagered that it would get them to work toward a conclusion, and he was right. A Battle of the Tharchions was arranged and overseen by the temple on the plains near Rathor. The various contenders gathered and moved their forces, not against each other, but against hordes from the Underdark that were driven upward.
When all was said and done, Vesdan Szollos had the most - and most impressive - victories and was declared tharchion. He is the first and only non-Mulan tharchion, and although he moved to Denzar shortly after to take up office, he has brought outside attention to Rathor for the first time in many years. What this will mean for the town has yet to be seen, but if it is going to make a name for itself, the time is now.
Monday, July 29, 2019
The Fortress of Dhalinax

Dhalinax
All in all, a visit to Dhalinax is a memorable experience, if one has occasion to go there.
Friday, June 21, 2019
Denzar, capital of Gauros

Denzar, capital of Gauros
Alignment: NE
Population: Sufficient
Races: Rashemi, significant half orc population, gnomes are commons slaves
Classes: Rangers predominate, fighters common, clerics and adepts common
Temples: Malar, Tempus, Shaundakul
Shrines: Shar, Garagos, Beshaba, Bane, Auril
Age: Well Established
Reputation: Accepted
Virtue: Confidence
Vice: Wrath
Recent Event: New Attack
Desires: More Time
Security: Basic
Access: Often Visited
Repair: Poor
Impression: Belligerent
Sanitation: Tolerable
Lighting: Poor
Streets: Gravel
Thursday, April 11, 2019
Thayan Noble Houses: House Ashmeddai

Historical status: Ennobled -2000 to -999 DR
Ally: Hunosel [Arcane magic (illusion)]
Enemy: Savrian [Arcane magic (divination)]
Virtue: Patience
Vice: Vanity
Reputation: Recognized
Recent Event: New Suppliers
Desires: Undecided
Condition: Poor
Favored Alignments: LE, NE, CE
Favored Deity: Shar
Colors: Black and blue
Symbol: Mirror
House Ashmeddai enchanters were derided for most of their long history in Mulhorand. Their devotion to arcane magic, and enchantment in particular, was seen as foolish. Their services were sought in matchmaking and deal-brokering but kept secret; their use of blackmail bred resentment. They were accused of heresy after meddling in affairs great and small and were on the verge of losing everything when the rebellion gave them a chance for a fresh start.
The family benefited from the magocracy that arose - with one zulkir for each school of magic, it would inevitably produce a ruler. Still, rising to prominence proved difficult. Enchantment was not seen as terribly useful in the settling of Thay and the first zulkirs were among the most ruthless, without an Ashmeddai among them. The house turned to Shar for patronage and embraced her tactic of waiting for the right time to strike from the shadows.
Banding together with House Hunosel proved fruitful and both worked behind the scenes to improve each other’s lot. The enclaves provided a surprising boost of prestige as Thayans looked for ways to woo foreigners and move contraband into other kingdoms. The family has suffered in recent days from poor leadership and a lack of vision; simply put, it doesn’t know what to aim for next. This has left too much time for petty squabbles that have weakened the family as a whole.
Please Note:
- Events and Desires are brief inspirations for current roleplay; the finer details are up to you, and the house may have been very different in previous eras.
- Thayan houses typically have more than one ally and enemy among the other houses; what is noted above are just the primary ties.
- Virtue, Vice, Reputation, and other aspects cover the house as a whole and what it is known for in modern times, but individuals within the house can vary greatly.
Friday, April 5, 2019
Thayan Noble Houses: House Aporos
Trade and Interests: Architecture (homes)
Historical Status: Ennobled -2000 to -999 DR
Ally: Kren [Timber]
Enemy: Malaergost [Poisonmaking]
Virtue: Patience
Vice: Carnality
Reputation: Accepted
Recent Event: New Church Opened
Desires: To Locate the Lost
Condition: Revitalizing
Favored Alignments: CN, CE, NE
Favored Deity: Cyric (select text to see the secret); Waukeen (public)
Colors: Gray and blue
Symbol: Geometric pattern
Once upon a time in Mulhorand, House Aporos was a small but highly esteemed family dedicated to building private homes for the elite. This was an important distinction from public structures, which belonged to the temples. Constant meddling by the theocracy was a deciding factor when the rebellion occurred; over half the house left to seek better fortunes in Thay.
House Aporos was bitterly disappointed when it took decades before grand private homes were commissioned. The family struggled to stay afloat until the other noble houses thrived. Then, once business boomed, nobles complained that the designs were outdated and too much like the old country. Commissions dwindled, and it seemed like another house would take its place. A schism arose in Aporos as members struggled over how to respond (select text to see the secret), and those who followed Cyric won out by orchestrating the deaths of the worst offenders.
The house has since gained a reputation for discretion. What it is best at, however, is planning homes for intrigue and hiding its own hand. When House Kren arose, Aporos stepped in to support its growth, and the young house couldn’t afford to refuse such an ancient benefactor. Kren has been shaped by Aporos ever since, without realizing the extent of Aporos’s influence. The feud with House Malaergost is private and cut-throat since Aporos has continually stolen from the poison-makers. The family has never attained the esteem it craves(select text to see the secret), which makes it fertile ground for Cyric’s creed - a dogma of betrayal that always cuts both ways.
Please Note:
- Thayan houses typically have more than one ally and enemy among the other houses; what is noted above are just the primary ties.
- Virtue, Vice, Reputation, and other aspects cover the house as a whole and what it is known for in modern times, but individuals within the house can vary greatly.
- Events and Desires are brief inspirations for current roleplay; the finer details are up to you, and the house may have been very different in previous eras.
Thursday, April 4, 2019
Thayan Noble Houses: House Ankara
Trade and Interests: Slave acquisition (piracy)
Historical status: Ennobled -1000 to 921 DR
Ally: Besklen [Armor (light)]
Enemy: Koraz [Magecraft (exotic components)]
Virtue: Confidence
Vice: Corruption
Reputation: Praised
Recent Event: Subjugated
Desires: To Stay
Condition: Poor
Favored Alignments: CN, CE, NE
Favored Deity: Umberlee
Colors: Black and Gold
Symbol: Anchor
In the early days of Thay, the demand for slave labor was so great that House Ankara was called to begin work immediately - and well before it was ready. The family had valuable ties to pirates in the Sea of Fallen Stars but had lost its best ships, key members, and a great deal of capital in the war to separate from Mulhorand. It was tied up for years in rebuilding the family’s operations, which meant spending less time in the halls of Thayan power.
But House Ankara has always been stubborn. It used its ties to other pirates for all they were worth, even marrying pirate captains from abroad to bolster its numbers. This led to vicious fallout when Thayans betrayed others in the name of their new land but helped the family advance in the long run. The house played hardball with other families that petitioned for slaves until more resources were provided. Despite its services, the house’s reputation suffered for over a hundred years because of these moves.
The Ankara family found a surprisingly staunch ally in House Besklen, which provided the armors its members favored. It also found an unexpected enemy in House Koraz, which regularly tries to command more room in ships for transporting magical components. The family took a hit as the enclaves prospered and more slaves were sent back to Thay via portals. After the Alaor islands were lost and reseized in 1369-1370, House Ankara schemed to wrest more power from the major shipping houses - and failed in its plot. It has been begrudgingly subjugated since then and looking for ways to regain its footing.
Please Note:
- Thayan houses typically have more than one ally and enemy among the other houses; what is noted above are just the primary ties.
- Virtue, Vice, Reputation, and other aspects cover the house as a whole and what it is known for, but individuals within the house can vary greatly.
- Events and Desires are brief inspirations for roleplay; the finer details are up to you.
Wednesday, April 3, 2019
Thayan Noble Houses: House Agneh

Trade and Interests: Politics and leadership
Historical status: Ennobled -2000 to -999 DR
Ally: House Thrul [Arcane magic (evocation)]
Enemy: House Flass [Politics and leadership]
Virtue: Charity
Vice: Wrath
Reputation: Praised
Recent Event: Recent Atrocity
Desires: Necessities
Condition: Decaying
Favored Alignments: LE, NE, CE
Favored Deity: Mask
Colors: Purple and gold
Symbol: Staff of office
House Agneh began as a family bent on political influence in Mulhorand. When Thay's war for independence began, many members did not join the rebellion so the house started small in the new Thay. The family recovered by making matches that were not ideal (with local Rashemi) and kidnapping Mulan nobles to marry when necessary. The whole time, it retained its love of political games. Its members are placed in various offices across the country and House Agneh remains a popular player on the Thayan stage.
The family is known for being more free with wealth and favors than others, but its charity always comes with hidden strings. Its members also have a reputation for being absolutely deadly when crossed (though it is notoriously difficult to prove their involvement). The house took some serious damage to its reputation when its famous daughter, Mari Agneh, became Aznar Thrul's public thrall, but has since courted and gained the friendship of House Thrul as a whole. This vexed House Flass, which has been solidly behind House Tam and does not want to see any rivals to Szass Tam's power.
House Agneh tends to have a family home and presence in most major cities across Thay, with the largest and grandest chapter being in Bezantur, the city Mari Agneh once ruled - but it has not ventured much into the Alaor or the enclaves.
Please Note:
- Thayan houses typically have more than one ally and enemy among the other houses; what is noted above are just the primary ties.
- Virtue, Vice, Reputation, and other aspects cover the house as a whole and what it is known for, but individuals within the house can vary greatly.
- Events and Desires are brief inspirations for roleplay; the finer details are up to you.
Monday, March 26, 2018
Thayan Town Mix
You can listen to this mix for free but it is presented through the use of ads. I have had a lot of fun sharing and discovering music on the site, before and after subscribing, but the subscription opens everything up and is worth it. You can have someone gift you a subscription, and they do have holiday sales. Consider it, and happy gaming!
Friday, March 23, 2018
The Salamander War - Differences from Canon and Rationale

I have woven materials from Forgotten Realms lore into my own work here for many reasons, and I'd like to share my fretwork and rationale with you.
The official books do not specify which forces were part of the Thayan armies that attacked before the fire elementals were called. While Thay is known to have many smaller armies under various leadership (Zulkirs, tharchions, nobles, cities, etc.), in a country that is run on slavery, it makes sense that those of noble blood - the high-born - are the only ones trusted at the top of the armed forces. I specified that the armies were made up of slaves, humanoids, and undead led by nobles from various families. Most if not all of the noble houses would have been involved in some way, either in support of the action or working secretly against it.
Although much of the Salamander War was between the free cities and Thay, when allies of the free cities saw how vicious Thay was being in taking over the area, they sent what aid they could. There was a lot of smuggling and many battles at sea, as some of the cities had ports to receive aid from. Piracy was used to get supplies to besieged cities, and battles with the Thayan navy were plentiful. This led to the damage and loss of many ships on all sides. Since the books did not provide a ready explanation for why the islands of the Alaor was damaged in the war, I came up with one that fit the narrative. Since the Alaor is a good distance away from the Priador and the islands are, well, islands, the devastation mentioned in the books didn't add up. If you look through the secrets in my other posts, it should make sense.
On a personal note, I had to name the unnamed Zulkirs who were responsible for the trouble; it was driving me crazy to have unnamed villains of such importance being referred to. It strikes me as a sad statement on Thay, and yet another way that the country is left half-developed in order to keep them as villains in the mustache-twirling vein (or is destroyed in order to undercut their power as an evil nation, which was done in 4th edition). In my Thay, everyone has a name, everyone is a person, and though most Thayans are quite evil, there are various reasons for it. There is nothing simplistic about them or the mustaches (when they grow them).
Please do not continue beyond this point if you are a player; the rest refers to secrets that are best left in the keeping of the DM. Thank you!
And then there's the case of Mari Agneh. In the official materials, she has her own power but is taken down by Thrul easily and for keeps. She exists only as his "plaything" after the war and supposedly vanishes from the public. As a woman of means and station, she was undoubtedly a noble, and I have established her family as such, using the Agneh name in my writeup of noble houses in Thay. No noble simply vanishes without their kin either agreeing to let them go or going after them with real resources, let alone one as important as Mari was. Her fate has never made sense to me, and I finally have the chance to change it.
I gave her more prominence as a conspirator in the war for the Priador, since she was the Tharchion of Bezantur, a great port city and the greatest point of contention. And though she was no match for Aznar's arcane might, she was not a stupid woman. She knew things Aznar didn't and provided the backing he needed to make his moves. While he was powerful, he would not have seized Zulkirship or the Tharchion title on his own or without local aid. Since she was noble and part of a powerful house, the Zulkirs used her against Aznar as best they could. I used the war to establish Szass Tam's rivalry with Aznar Thrul but Aznar's movements were such that there wasn't much the Zulkirs dared to do against him. He was the hero of Thay, the one who saved the day. The Zulkirs figured they could distract Aznar with her and/or use her against him.
What they weren't counting on - and what one of the best kept secrets of the war is - is that Mari and Aznar are on the same side. His domination of her, and her act as a lovely puppet is a ruse. She hears and sees more than anyone realizes, and remains a potent mover behind the scenes. Neither of them are as simple as others believe. Taken together, I hope these changes introduce an additional level of nuance and humanity to this chapter of Thayan history and to all of the participants.


