Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts

Wednesday, March 17, 2021

Thay's Slave Trade: An Insider's Perspective

This post is an in-character overview of how slavery is conducted in Thay at its height, and after hundreds of years of supporting the ownership of other sentient people. It's offered as an inside view of how many Thayans see and participate in the practice, which can be helpful when building Thayan characters. Whether they are commoners, nobles, or slaves, everyone in the country will be faced with such views and have to respond to them. If you want ample reasons to despise Thay more, feel free to keep reading. If any of this already upsets you, consider passing on this post.

To make it abundantly clear, this post does not represent my views or feelings in any way; quite the opposite. I hate slavery in all forms with all I have, and believe that we all should. Few things have done as much harm to humanity as the slave trade. However, this is a work of fiction, and I hold imagination in a special place. I firmly believe we can explore things we despise in our minds, our stories, and our games without condoning them in real life. We might even understand these wrongs further - and how to combat them - by doing so.

What you will read below is a twisted perspective that seeks to justify grave crimes and invalidate ethical or humane concerns. These justifications are usually presented as part of national mythology and social rules. In this case, they're presented as a coming-of-age instruction manual to a younger noble who's expected to toe the party line, so to speak. The character speaking, Tari Govannon, has been reared with these views, and has benefited from her station as a noble and from slave ownership, her entire life. Part of the horror of this work is how completely she buys into this worldview. Another horror is that she's teaching it to the next generation, hoping young Salia Valgon will approve. 

It's even worse to know that, given her own warped perspective, Salia probably will.

From the Pen of Tari Govannon


My Dear Salia

Now that we are officially cousins, and now that you are on the verge of womanhood, you should learn about a cornerstone of our country's history, present, and future: the slave trade. You have grown up surrounded by slaves of every description, so you might think you already understand all you need to know. But soon, you will be given permission to pick your first personal slaves, and everything about their lives will be up to you. Eventually, you may want to replace them, but how will you know where to find what you're looking for? And someday, you will be sent abroad to find the best slaves for our house first-hand. But do you even know why we do any of this?

The answer is: probably not, because we take it for granted that every Thayan understands what's at stake. But people will take advantage of your ignorance when you're in other lands. They will try to twist the truth and sway you to their side, against your own kin. And they will never accept you as one of their own, no matter what they say. As soon as they are done using you to sabotage us, they will turn on you, and you will either end up dead or in prison for the rest of your life. I would not see that happen. We're better than that, and we are certainly going to be smarter.

So, let's begin with the broad view: Slavery in Thay is a year-round industry. Generally, slave-hunting begins across Faerun in the spring, since more people are on the move and in need of coin after the harshness of winter. (Or at least, the harshness of winter in other regions; our magical weather net saves us from that drudgery.) Caravans, ships, and other mundane means are used first and foremost to gather our servants, which are sent back to Thay through the fall. Winter does not stop our efforts, but it does slow them down on this plane. It's bad enough that Talos hates us and attacks our shipments whenever he can; there is no reason to battle the cold in other lands when we can just wait for the warmer seasons to come around again.  

The whole point of having slaves is to make our lives more comfortable, but that doesn't mean we do not work for our comforts. You have to make some moves to get the best out of this world. But I know you might be wondering why we expend so much effort, when we could just use magic instead. The simple reason is that half the time, we don't have to do more than show up.

Tried and True


Many kingdoms make a big production about outlawing slavery, but their people still contact us with leads. Some of these informants are desperate in one way or another, and we can help them. To a nobody in need of an expensive cure, we offer magical healing; to an official under pressure to make undesirables go away, we offer a solution. Others have grudges they want to take out on their neighbors, and that is their business. In the end, debtors, prisoners, beggars, and orphans are all easy targets, but remote villages and farmsteads work, as well. Never forget: a good portion of our slaves come from "good" and "neutral" lands where the locals sold each other out for a bag of gold or cache of magic items. They are a reliable avenue of opportunity; all we need do is wait. And no amount of self-righteous denial can undo that fact.

Spells are often used to subdue, secure, and transport targets, but selectively. We don't want to kill our prizes before we have the chance to profit from them, after all. Contrary to rumors, however, portals are rarely employed, even though they would bypass most threats. Why wouldn't the Red Wizards push for such an advantage to be used at every opportunity? For many reasons. One is a matter of history and pride: Thousands of years ago, Imaskar relied on portals to gather hundreds of thousands of slaves, but doing so was far too easy. They were able to gather more than they could handle, and then they blocked communication with their gods, which eventually led to their downfall. We are not interested in making the same mistakes of the Imaskari artificers before us.

On a more practical level, the pursuit of slaves keeps us busy and sharp, but focused outward. Rivalries and competition exist, but schemes are difficult to carry out when we are spread across Faerun and using different methods. In the early days after we gained independence, there was a lot of civil strife as families battled for power in the new Thay. No one will tell you this out loud, but it is a truth I have seen all my life, and it seems to be used for our benefit: Engaging nobles in the slave trade keeps us from getting lazy or tearing each other apart. 

It also shows us why we should be proud and present a united front to the world. You will see the conditions of other lands - the weakness, the poverty, and the simpering simplicity. Quaint notions of what is good for all strangle innovation and progress. We have many laws and rules, and some of them are necessary to keep fools from killing us all, but we allow for survival of the fittest. We do not coddle each other. We earn what we deserve, and we know what we deserve. So when we are outside of Thay, we present a united front and show our lessers how it should be done. We are already suspected and disliked by foreigners just for being who we are and having everything we've gained. If we don't at least pretend to get along, we will not make it back home. Expect to be punished harshly for infighting, and avoid it at all costs. Because in the end, we are working for the same goals.

One of the reasons why we have been so successful is because we use what is already present and give it their own twist, rather than trying to reinvent the wheel. For instance, we resort to piracy regularly, but we don't do so openly. Although we have a noble house that maintains proud pirate traditions and connections, House Ankara has been given orders by the Zulkirs to keep any Thayan involvement quiet. As a result, seafaring nobles often work with unaligned pirates or disguise our ships as everyday vessels from other kingdoms. Through our whisper networks, we spread misinformation that makes sorting out the truth a difficult endeavor, even through spells. After all, someone can't tell you the truth if they they do not know it to begin with.

We also see opportunity in every tragedy. We have been known to show up after wars, natural disasters, and magical curses to offer vital aid - in exchange for a certain number of slaves, of course. We let the locals agonize over who is sent with us; we only step in if violence threatens their profits. We give help to those in need and simply ask for what the survivors have to offer in exchange. You could say that we work to keep the peace. The price we ask is small compared to everything we do for strangers in awful circumstances.

Innovations in Tyranny


When we finally felt the need to innovate, we struck gold. The embassies we have arranged across Faerun are another robust source of slaves, whether they wish to be or not. Officially, all enclaves must be allowed to accept slaves as payment; this is part of the basic agreement with a host city. In reality, slaves are rarely used as currency in "good" or "neutral" lands unless the person is a willing adult or a convicted criminal. In a few locations, anyone can sell anyone else, provided they can secure and transport their prisoners. But if slavery is heavily policed and strictly forbidden in the surrounding kingdom, an enclave won't usually waste time trying to sell slaves there.

In every case, we appear to follow and respect local precedent to the letter. Wherever slavery is allowed, House Zurn is in charge of intake and presents a kinder face to the public, keeping most slaves out of sight and only showing them in decent shape. Wherever it is forbidden, it's kept out of the enclaves. In practice, this means that visiting Thayans will hold meetings elsewhere, work through proxies, and operate in secret so an enclave has plausible deniability.

Any error that compromises an enclave's stability - especially its treaty with a host city - will lead to a rash of particularly grisly executions. Anyone responsible will be hunted, found, and delivered back to the motherland to meet their fate. And while lesser conspirators will be slain first (and quite publicly), whoever should have been watching them will be next - and their deaths might be worse. We nobles are usually punished in private, but this is one of the few exceptions, so executioners tend to make a particularly brutal show of disapproval.

In more recent years, House Dasselath has gained prominence by taking slaves from different planes during the leaner winter months. They have access to portals to many other places, including the City of Doors. They barter openly where they can and lead assault strikes where they can't. Since they are only one noble house, however, they often have to ally with others to get the manpower they need. They also refrain from slave-hunting during spring and summer, when their contribution is less likely to be noticed. During those seasons, they maintain connections, gather capital, and harvest information to plan their next moves.

Allies and Ringleaders


The lion's share of Thayan slavery is carried out by merchants, poachers, and pirates. This is one route for our commoners to become wealthy and respected, and a good number of them participate. Not everyone involved is Thayan, however, and some are not even aware of who they really serve - but those in the know are richly rewarded for their efforts.

The highest levels of power in the slave trade are reserved for Thayan nobility, for a number of reasons. It's not just because we can't trust foreigners or the lower classes to be loyal or competent (although we certainly can't). It's because being in charge of every major endeavor is how those in power stay in power. The real capital in the country lies with the noble houses, the Red Wizards, the Zulkirs, and the Guild of Foreign Trade, so the industry can't move forward without our support. And since we are the primary beneficiaries of the system, the houses are the only entities allowed to buy and own slaves en masse.

This is yet another way Thay has distinguished itself from Mulhorand. In our former country, slaves are the property of the temples. Mulan families and organizations can use and transport them, but only with permission. Clergy decide who else might be lent slaves, how many, and for how long. Anyone who draws the ire of a local temple can expect to have some of their slaves repossessed. In this way, the theocracy is maintained and every slave owner is indebted to the temples. 

So in Thay, the situation is reversed: only noble houses, the Red Wizards, and the Zulkirs can own as many slaves as we'd like. Temples are forbidden from owning anyone and must rely on the faithful for their laborers; guilds and most other groups can borrow slaves from patrons for periods of time. The numbers of slaves they employ are watched carefully, and if these groups get too aggressive, they can expect to lose a significant portion of their labor force. Individual citizens can own up to 5; individual nobles can own as many as 15.

This is why no matter who appears to be in charge of slave trading, once you go high enough up the food chain, you will find a Thayan noble who really calls the shots. Since we use magic, proxies, and other means of secrecy, however, it can be difficult to find or prove our involvement. And since most Red Wizards don't bother supervising this enterprise, you might use this path to power, if you choose. Magic is nice, but it is not required to lead most of these operations. 

House Canos and Kul, which specialize (and compete) in shipping, are vital to this process, along with House Ankara, which is dedicated to piracy. House Darnak's caravans are essential, and House Volkos' diplomats have also come in handy. House Kallos usually smuggles objects and forbidden goods into other lands, but has also helped to smuggle living cargo back home. House Focar and Thullos both range far and wide as explorers, and they find their share of prisoners. House Lectos and Mishkov are usually locked in vicious competition to find and tame the most impressive exotic beasts, but when they hunt outside of Thay, they compete to find the most slaves, as well. Houes Qarto and Rhaenys offer trained mercenaries to any other house or Thayan enterprise, and their members are all over the slave trade.

Several other noble houses are actively involved in the hunt for new slaves: Metron, Xeraston, and our own House Valgon. One reason for this is because our houses teach slaves special skills so they can create specialty products. While House Metron has taught alcohol brewing since ancient times, Xeraston and Valgon are young houses that focus on forging and courtesans. Each house is looking for people who already have skills or traits they can build on, but the most promising are usually sold before they reach Thay's heart. We have all had better luck tracking down our own slaves, and as you know, House Valgon's exploits abroad have also garnered grudging respect back home. Never forget that doing what your rivals don't expect of you can reap great rewards.

Closing Thoughts


Now that you know how widespread and intricate our system is, I hope you appreciate how much it takes to bring slaves to our markets and keep them doing the dirty, menial jobs that keep our nation strong. I hope you see the house's slaves in a new light and consider the value of your own property someday. When you see guard patrols keeping the rabble in line, consider that they are securing our investment. When you notice groups of slaves being transported to new tharchs, realize that this is how we maintain our power. And if you hear that spies are conspiring to sabotage a shipment, or hear rumors about runaway slaves, I hope you will consider it your duty as a Thayan noble to crush their efforts relentlessly. Because that is what we do to those who would steal from us.

Cousin Zelsea can teach you the finer points of pricing, bargaining, buying and selling at our markets. While I can do well in such endeavors, she has many decades of experience more than I, and as your cousin Augustus says, she has an abacus instead of a heart and knows the worth of everyone she sees, down to the last copper piece. In short, I bow to her expertise.

You would do well to find the right opportunity to show off this new knowledge to my husband. Augustus is always looking for evidence that your mind is being sharpened, as well as your body, and learning the art of tyranny is sacred to those who serve the glory of Bane. He is, after all, tyranny personified, and has no shame in it. Follow that example: whatever you are, be it completely and unabashedly.

I am ever at your service and watching for your best interests.

Sincerely,

Tari Valgon, née Govannon

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 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.

Tuesday, August 2, 2016

Rumor #3: Shaved Heads for Citizens, Long Hair for Slaves

Art by fantasio

<Nuaros shakes his head, sweat and water flying from the ends of his black hair as the small boat he's on plies the waters of Lake Thaylambar. He and his crewmates are swapping stories as they work, because they're not just flinging and drawing in nets at boring intervals this time. Instead, they have to continually search the haul for a particular type of fish that supposedly comes up through the portals to other planes at the bottom of the water.

Any other fish are supposed to be tossed back over the side on the captain's orders, but Nuaros has already pocketed a few tasty beauties. Later, he and the others will collect their pay, leave the captain behind, and begin to bargain for the morsel they want for dinner. He's keeping a notable prize for Vosala, the most alluring of the women in the boat, in the hopes that he can trade it for a drink and some time with her. She's always toyed with him in the past, but this is the sort of fish they serve in that fancy restaurant with the hanging garden. She won't be able to just make a joke and walk away this time.

It's Vosala who's just brought up the next point of conversation. She visited Bezantur last tenday, the only city in Thay where foreigners are welcome, and noticed the tourists trying not to stare at her hair, which is only shaved along the sides and back. The rest of its length is pulled back into a pony tail with ties at intervals to keep the strands from getting free over the course of the day. The tail falls half way down her back and might not be a point of confusion or note in other lands - but this is Thay.>

They really are stupid, aren't they? Either that, or all the patrols and magic are working and keeping them out, since their rumors are a few hundred years out of date. Probably both.

They're idiots for a few reasons with this issue. First, they think all Red Wizards shave their heads and keep them that way so they can show off their tattoos. It's part of our 'ethnic folkways' or something like that, but Red Wizards supposedly keep it going, and then commoners do it to be more like them. It doesn't help that the Wizards who travel abroad do shave to mess with other people's heads and make an impression, even if they don't stay shaved at home.

We know damned well that if a Red Wizard wants to shave their head, they will, and if they don't feel like it, they won't. Nobody is forcing them to do anything except their superiors, and most of the higher-ups don't care if the novices burn their hair off. There are plenty of reasons why some of them keep their hair longer at home. Why show off their secret defenses if they don't have to? And if they get to stay in cushy positions, there's no risk. Some of them shave everything off in the old way, but most of them get over it after a few years. Maybe they'll do it if they have a dangerous assignment or they know they're going to be in an alchemy lab for a few months. But with magic to take it off and grow it back, it's not a big deal.

Yes, shaving all the hair on your head is an ancient custom, blah, blah, blah. But it was never for the common people; it was for the upper crust Mulan in Mulhorand, and that's it. If you go there now, you'll see it. Some of the nobles decorate their heads depending on which god they serve and which titles they have in their temple, because that way they can announce themselves just by walking into a room. Others wear those fancy wigs with different decorations that let you know who they serve.

Their commoners only shave to keep their hair out of their way, and their women rarely have the courage to do it because their beauty is in their hair or some such nonsense. Here in Thay, any citizen can shave without shame, or do it in sections, like our Vosala. We have some wicked styles, too. Our women know their worth isn't in their hair, and a few of them are more striking without it. It's a bigger deal in other lands because the people need all the help they can get to keep from looking ugly.

You've heard the rumor that our slaves can never cut their hair, just so we can tell who's a slave at a glance? That's Mulhorandi bullshit again. That's in their laws. They don't mind if their slaves are tripping all over themselves; everything is slower in Mulhorand, anyway. It's practically the land that time forgot. Hasn't changed much in thousands of years and they wonder why their empire is falling apart? But never mind that. Can you imagine if we did such a thing? We'd get some good laughs, sure, but the slaves would die even faster than they do now, catching on all kinds of things. 

We mark our slaves, but we have a few different ways of doing it. Some are branded on their necks, chests, arms, or hands in ways that can't be healed without some powerful magic. Others are pierced or bound with special jewelry they can't get off without tools and help. The slaves who do the dirtiest work in Thay on big projects, like the mines? They might have a pink finger or earlobe taken off. For the most part, they won't miss it. The gossip about how we mutilate our slaves all day long is for the pearl-clutchers in Silverymoon. Most masters won't do anything permanent that'll make a slave look disgusting or struggle to work. There are a few exceptions, of course, but some of us are necromancers who have very different ideas about beauty.

The rumors that our slaves run around half-naked are usually true, though. And why not? It doesn't get cold in most places, and it's hard to hide a weapon when you're in rags. Most of us aren't bothered by naked bodies, either. We all have the same bits and pieces. We wear the clothes we need to get a job done, or because we damned well feel like showing off, not because we're afraid of showing some skin.

When we do dress slaves up, they only get to wear light colors or white. That's right - man or woman, halfling or human, they get pastels, creams, or white. No one's going to waste rich dyes on slaves, and light shades make them stand out right away. (There's also the joke that they're walking dead anyway, so why not dress them as mourners?) We're not going to give them earthy tones that'll make it easier for them to hide or blend in with the commoners. We're also not going to load them up with jewels or the latest fashions. The most pampered slaves only get a few pieces of plain jewelry and simple cuts of cloth. And if they look dirty too quickly, that's on them.

It's not that hard to recognize a slave in Thay. You'll certainly never see a fat one, even among the dwarves. The humanoid patrols can tell the slaves from the citizens, and they aren't the brightest embers in Kossuth's brazier, if you know what I mean. The penalties for slaves being found with contraband are horrible enough to take care of most problems. The penalties for helping slaves disguise themselves take care of the rest.

But the rumors just show how gullible foreigners are. We fought a hell of a war to do it our way in Thay, so why would we keep blindly doing the same old thing? The nobles started changing it up right after we took our independence, and the Red Wizards did the same a few decades after they established their hold. Fashions come and go, and sometimes shaved looks are in, but we're not slaves to tradition or fashion. We are not slaves at all. We are free in ways other lands can only dream. We are Thayan.

<The atmosphere in the ship has become electric, and with a shared glance to confirm the need, the lot of them raise their fists and shout in unison, "Hail Thay!" Some follow it up with a hail to their deity, but some do not, and nobody cares who does or doesn't. And that is also very natural for most Thayan folk.

Nuaros notes a heartening gleam in Vosala's eye as she regards him. The evening could be worth the hard work of the day after all...>

Friday, July 22, 2016

From the Correspondence of Tari Govannon: A History of Thayan Marriage

Art by fantasio

Dear R.D.,

It's wise of you to seek my advice, considering you've just announced you are entering the marriage market in Eltabbar this season.  You might have consulted me before you made yourself conspicuous, but you are not at a great disadvantage yet.  Marriage in Thay has always been a maddeningly complicated affair, and much more dangerous for citizens of our stature.  As a person of decent Mulan pedigree, your peril is moderate for now, with a chance to escalate quickly, depending on whose eye you catch (or vice versa).  I would rather you made a match that does not descend into the hells known as Thayan divorce.  You have, after all, committed no offenses against me.

I will not be commenting on the candidates we spoke of, so if you are hoping that I will make the decision for you, you will be disappointed.  Instead, I will seek to educate you about the realm you have entered so you will feel confident in acting on your own behalf.  Keep in mind, I have used much of the coin you offered me for research and nothing I am about to tell you is worthless.  Tedious, perhaps, but not worthless.  To understand the process ahead, you must know how and why our customs came to be.  If you wish to prosper in the long run you will study my words, but as with everything else, I leave the choice to you - while you still have one.  In several years, as you draw closer to the age of compulsion, you will wish you still had my letter.

The archives of House Delizan will tell you that our oldest noble houses descend from those of Mulhorand, which is true.  What the archives skip over is the social chaos that followed our war for independence, which we won in 922 DR.  Everyone already knew who the nobles, commoners, and slaves were.  A few slaves won their freedom and several commoners were given titles because of service during the worst battles, but most stayed as they were.  The actual problem was that we expected our lives to stay the same after we'd staged a revolution against everything we had been.  We had not planned for mundane matters much at all.

The first few decades following our freedom were a time of experimentation.  We considered dissolving the traditional noble houses and beginning anew, but there was such an outcry that those plans were abandoned.  Instead, the houses were ordered to declare themselves to the zulkirs, register, and petition for domains in the nation we were building.  And they did, and then went about their business trying to grab as much land, influence, and minions as they could.  What many of them forgot to do in the ensuing shuffle was marry and produce legitimate offspring.

Oops.

House Delizan was the first to notice the issue as it cataloged our family lines, whose younger ranks and couples were dwindling.  When given the chance to pursue their own ends and forego producing their own families, many dove in head-first.  That does not mean they weren't diving into other people's warm bodies.  They had dalliances with commoners that could not be acknowledged.  They laid with slaves whose offspring were chattel, even if they were owned by their fathers or mothers.  But socially sanctioned unions blessed by the gods?  Those were few and far between.

Gods, of course, were a major source of the dilemma.  Our split with Mulhorand was a rejection of their theocracy.  The clergy had grown spoiled, crushing any other source of power but their own for over a thousand years.  But in Mulhorand, the gods were not distant figures - they were living, breathing avatars who dwelt among the people and ruled directly.  They and their underlings set all the laws and oversaw all marriages.  (And they took their own mortal brides and concubines.  The wealth of aasimar in their land is a lasting testament to the divine breeding program.)  If a match seemed like it would be dangerous to the clergy's interests, it was denied and the seekers married elsewhere.

So, as Thayans who had just outlawed the worship of our former gods, to whom were we to pledge our wedding vows?  For about a decade many of us were faith-hoppers, seeking patrons we could respect.  But most of the deities we chose were not particularly interested in wedlock, so the old pressures did not resume.  And why bring faith into it, anyway?  For a while the zulkirs allowed civil unions to be registered with the new bureaucracy, but they didn't hold as much weight.  Since we have always been quick to hold grudges, most arrangements fell apart before they had even begun.  The few blue-blooded children born during this time suffered as the houses fought to claim rights over them.  

An unlikely alliance formed to push for laws regarding marriage among nobles, if no one else.  Esteemed followers of Bane, Beshaba, Loviatar, Siamorphe, Waukeen (and some say Gargauth) pressed for tight regulations to be enacted.  Some argued that we had to maintain the strength of our bloodlines; others knew we had to keep inheritances from reverting back to Mulhorandi hands.  More than one believed our noble houses would fall if they continued as they were, and that our nobles had a duty to showcase our highest culture, our greatest talents, and the pride of Thay.  And there were jokes about teaching nobles to suffer that were not merely for entertainment.

So, some of the earliest work of the Crimson Courts had to do with marital regulations.  The first ruling was that procreation, bloodlines, investment, and inheritance would be the pillars of wedlock; love, religion, and other concerns were inferior.  All nobles would be required to be married and to have produced at least one sanctioned heir by age 35.  Any who were barren had to show proof that they had exhausted all reasonable avenues to restore their ability before they would be excused.  Bastards or unregistered children would not be counted, especially if they were from slave or commoner stock.  If a noble tried to flee or refused to choose their own mate, the head of house was expected to choose for them and see the duty done.  

A union had to be approved by the head of house, as well as any clergy petitioned to perform the ceremony before the marriage contract could be drawn up with the Court.  Families quickly stepped in to pressure for matches that would yield the most benefits for the noble houses involved, but most of them had no real power unless the head of house wanted the same thing.  By law, no noble can be forced to marry or breed by any means unless they are near the age, some extraordinary circumstance arises, or the head of house can make a case for its necessity.  Most of us have forgotten this and many heads of house have found ways to get what they desire, so few of us risk their wrath anymore.

Besides, if you participate in your own arrangements, you can negotiate for the terms of your nuptial contract.  Each contract is decided by the couple and witnessed by barristers and clerics and any other guests.  A head of house can only veto something if it can be shown to endanger the house.  Breeding is restricted to the official couple but sex doesn't have to be.  Which spouse controls the wealth is decided, as well as which house the couple will be registered with (also the house their children will be part of).  Any deeds that must be performed for the wedding, between spouses, or anniversaries are chosen, as well as any lines of behavior that must not be crossed.  These agreements are quite detailed but they must be agreed upon without force before they can be filed with the Court.  They can be amended in the future if both spouses agree, but that rarely happens.

And of course, there are always exceptions.  Nobles who breed out of wedlock but with each other can cause infighting between their houses, but they might be able to negotiate a truce that fulfills their obligation without getting married.  Likewise, officers or others heading into great danger can try to arrange a mating, leaving their children behind to be counted.  Nobles from other lands who prove their allegiance to Thay can substitute for Mulan.  Spellcasters certainly have the most loopholes.  If they manage to breed with outsiders, dragons, or other mighty creatures, their need to marry is usually waived.  Dmitra Flass's husband has no noble heritage, but he does possess a powerful role.  But even Red Wizards must comply with the Doom of Matrimony (and yes, you may laugh at the title, but it is the official designation of this section of our legal code).

Which lessons can we glean from this history?  I will point out only a few; the rest are yours to discover.  

First, you must plan as much as you can in advance.  Do not leave your situation to chance or it will be messy, perhaps lethally so.  Second, you will have to consider how the gods play into it, but you will not be able to rely on them.  Do not think that you will be assured a pleasant experience simply because your spouse follows your faith.  If they have other interests that you despise, the time you spend showing off in church together won't matter.  Third, do not just consider the social position of a candidate.  Look at their features, talents, and especially any arcane ability that may run in their family.  Most times it will not be a Red Wizard that you will want to aim for, but their brother or sister.

Fourth, expect to suffer during the courtship process and beyond.  Whether Beshaba takes an interest in your union or not, we cannot wear our vulnerabilities openly.  Some of us are distant or vicious as we test our potential spouses, especially if we are under a great deal of pressure from other sources.  It can be difficult to interact with someone who feels little attraction to you or who already prefers someone they cannot have.  And then power dynamics will come to bear as you set up your contract.  You may have to get creative with compromises, but it does not have to be a battle.  It can be a trade agreement.  Consider what you can offer in exchange for something you want.

Fifth, always remember that we are proud, possessive, and territorial as a people.  The same spouse that allows you to entertain yourself with slaves will hunt you down and murder you in the street for trying to leave them - and they will be within their rights to do so, if you have violated your oath.  If you want to be free once your child is a year and a day old (the minimum amount we must stay married), be sure to stipulate that in your contract (with an option to stay if you choose).  Otherwise, your spouse will likely decide to keep you.  But the fact of the matter is that most of us do not divorce soon, often, or easily; once bound, we tend to find ourselves inextricably linked.

We have so many rules about wedlock because as nobles we have the most to lose of all Thayans - but since their inception, most of the basic regulations have not changed.  They may have been added to, but they are the same throughout the country.  The more you know about the statutes, the more you can use that knowledge to strengthen your position, in the marriage market or any other.

Sincerely,
Tari Govannon

Saturday, July 16, 2016

How To Get the Best Cheap Meals in Thay

<On his way down the street in the dim early morning light, tucking and arranging his clothes and not paying much mind to the simple neighborhood where he lives, Liroq the sailor once again has had to leave his cozy home and wife without breaking his fast.  But this wasn't exactly unplanned.>

Ah, hello!  Decided to meet me here at the corner like I suggested yesterday, eh?  Good!  I am going to show you how to get the best cuisine Thay has to offer the poor working sap at just about any time of day, in any corner of the country.  It just takes a little time and persistence, so that's why we're getting started so early.

We'll pick up Nuaros on the way, probably - if he's managed to crawl his way out of bed and whichever bottle or woman he crawled into it with.  That poor man needs to be married.  I know most Thayans would never say such a thing except as a punishment, but that's just because the wrong gods smiled on their match.

My wife makes every day worthwhile!  Each time I don't get eaten by some monster out on the lake, I come home to all the stews and breads and sweets she's been making while she's been doing everything else.  Oh, don't think she doesn't have her own job.  She certainly does!  My Brekka's a fishwife for House Kul, but she has more breaks to check on things at home.  I hate having to leave her behind when they want us out for days or weeks at a time, but what are you going to do?

Do I what?  Trust her while I'm gone?  Why wouldn't I?  She knows the terms of our marriage contract.  A copy of it is hanging on the wall above our door.  We both blow it a  kiss every time we leave.  It's our little ritual.

Anyway, we're not doing this because my wife can't cook.  We're doing this because you never know where you're going to need to catch a hearty meal.  

Why don't we just eat at an inn or a restaurant?  Yes, there are plenty of them around, but let's be honest: Most inn food is as bland as an Aglarondan's face.  And common restaurants either charge too much or you can't trust what they say is on their plates, and their food is mostly lard either way.  Eating well all day can run five silvers or more, and those are silvers you could be using to buy other things or get in on a game.  

Ah, there you are, Nuaros!  Had a late night with a bottle, by the smell of it.  Just try to keep up.

So, my young friend, since you say you want to see everything Thay has to offer on less than a gold piece a day, here's my first piece of advice: Don't pay for food in the usual places if you can help it.  Inns and restaurants will drain you dry.  Any establishment backed by House Wenz is going to be far too rich for your blood, so avoid them, no matter how wonderful they smell or how pretty their waitresses are.  You might find a stall that has something good-smelling and cheap, but make sure it's also grilled to a crisp or deep fried, otherwise you'll probably spend the next day feeding the otyughs in the sewers.

Are you alright, Nuaros?  You look a little green around the gills.  Don't be feeding the otyughs until later; we have to get our new friend around first.

My next piece of advice is this: Look for places where food is but isn't sold.  You might not even think of it as food yet.  

For instance, if there are fighting pits of House Mishkov or Lectos around, go there and see if any defeated critters were left behind.  Not all of the gladiators claim their kills or care what happens to them.  House Gordesh has to put down their mounts sometimes, too.  The bodies do get tossed into a cold place so they might be sold in the markets whenever someone can get around to it, but you might get lucky.  Strike a deal for a pound of flesh from a hippogriff's leg and it'll cost you some coppers or a silver, or a half an hour mucking out a stable.

If you learn your herbs well enough, you can go to any place House Lloros runs and ask for damaged herbs they can't use that you can still eat.  That will cost you coppers or maybe a job running a message somewhere across the city.  Just make sure you know what you're asking for and that you're getting what you should.  They can be sneaky and the wrong herbs from Lloros can do some serious harm.

The plants that House Zalios grows are drugs, but not all parts of them are.  If you learn your drugs like your herbs, you can figure out what to ask for or which parts are safe.  They can be good greens, stems a lot of times, but perfect for chewing or stewing.  You can dry them out and grind them up yourself for a vial of homemade spice.  If you want a lesser high, I suppose you could ask for the bits that might have some intoxication left in them, but you'll pay more, depending on who sells them to you.

House Koraz's chop shops are probably your best bet.  They usually have a market stall or store where anyone can bring the bodies of creatures they kill.  They take exotic components from the carcasses, right?  And usually they break them down for whatever they think they can use or sell.  But there's always extra bits left over - bone, gristle, meat, clawed feet that can be very tasty when they're fried and tossed in spices.  Sometimes they take the leavings for sausages, but again, that takes time and labor.  If you show up asking to see the leavings and offering coin or trade right then, you could wander off with meat that only nobles usually get to taste.

Then you can take your food and find someone to cook it.  If you can bribe your way into the slave quarters for next to nothing, I'd go in there and ask around for who can cook the best.  All you have to do is offer them some morsels and they'll cook up your whole day's meals right there.  Travelers with House Darnak caravans might have nothing to do until they get their orders, so you can ask around with them, but they'll want more of the final take.  The fish stalls of House Kul and Vhol might be willing to slip your food in with theirs for some coin or a favor.  

Of course, if you know how to cook and you have the means, you should do it.  You'll want to get very skilled at sniffing out meat that's gone bad unless you have an iron stomach.  You'll also want to figure out fast ways to get everything cooked, unless you have a place you trust to leave a stew brewing.  But either way, once you're done, you will have some of the most savory delights you can get outside of a noble's table or favorite restaurant.  You can stop by the warehouses of House Metron and see if they have any safe brews made by the slaves they train.  Sniff them very well first, though.  They'll be cheap and could be very good and very different, but they could also be wretched.

Whatever you do, do not eat anything offered by House Tam.  You never know what those necromancers have done with the bodies first.  And they tend to be human bodies, so, you know - not very appealing, unless you're into that sort of thing.  And if you are, I don't want to know.

Well!  Now that you know your options, let's see what's left over from yesterday's catch at the chop shop...