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?
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.
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.
Thursday, March 22, 2018
Secrets Within Secrets - What Only A Select Few Know

Below is the most dangerous and private information that a PC can uncover about the Salamander War. Skill checks will not be enough to gather such intelligence; only direct and risky adventures have the chance of yielding these secrets. Thayans at all levels of society will perish to protect them, and magical means have been used to obscure them at every step.
This is DM-only material, so if you anticipate playing in Thay and want to do your DM a favor, stick with the post about what most Thayans know about the war.
Aznar Thrul, an up-and-coming wizard dedicated to Kossuth, started investigating the war once the fire elementals became involved. He caught the rumors that Mari was behind the drive to put out the fires and learned that she was involved in the assault of the free cities. She was also more accessible than the Zulkirs or Hargrid, who was always on the move with his army. Aznar quietly made his way past Mari's defenses to capture her and offer her as a sacrifice when she revealed that neither she nor Hargrid were in on the scheme with the elementals.
While they unpacked the plots together, word arrived that the salamanders had suddenly turned against Thayan forces. The elementals had also secured a portal - slaying Hargrid in the process - and were using it to strengthen their numbers. Thrul lashed out at Mari in frustration, but she put up enough resistance to get him to listen. She reminded him that all was not lost: Kossuth would probably be displeased that so many elementals were plotting to abandon his realm. She suggested Aznar contact the Fire Lord directly with the news. Mari also agreed to throw all of her remaining resources into the ritual to get the Fire Lord’s attention, but only in exchange for becoming Aznar's right hand in the region forever after.
Aznar Thrul managed to connect with Kossuth and convince the deity to send forces against the elementals that were ravaging the coast. He argued that Kossuth’s religion would rise to prominence throughout Thay, even in the besieged cities, if the Firelord was seen saving the day. No one, save perhaps Mari Agneh, everything he said or offered in return; Thayans only know the Firelord agreed. When the counter-offensive was over, the elementals were routed and the Zulkirs had been swept from the board. Ivania Yonago was confronted and defeated publicly by Aznar Thrul as he pelted her with accusations of treason with the rebel elementals. Although others tried to find and assassinate the Zulkir of Conjuration for years, this was what finally sealed her doom. Mari's whisper network ensured that the worst mistakes of the Salamander War were laid at Desa's doorstep. When the wizard retreated far from the battlefield, House Canos sent its regards before others could get the chance. Desa's mishandling had cost the family and navy dearly - too much to allow her to live. Szass Tam seized the opportunity to claim the assassination as his own work. Through his network of spies, it became known that the lich was wroth at the waste and stupidity of the war and took it out on Desa easily once she withdrew from the public eye. Tam’s reputation was strengthened and House Canos was content to let him take the credit.
Thrul summoned the Zulkirs to inform them of the situation as it stood: He would take over as Zulkir of Evocation, since he had beaten Ivania fairly, but the empty seat of Conjuration was now theirs to fill; he had no challenge or suggestion to offer for it. He alone had reached Kossuth, so he alone would work with the deity’s forces as they helped Thay’s beleaguered army to take down the remaining salamanders. For his services, he would become Tharchion of the Priador. The Zulkirs knew that he was in the position to demand much more and that attacking him would turn public sentiment against them in a frothing tide; Mari's agents had turned Thrul into the hero of the war, after the Firelord himself. They had also seen proof that Thrul was in Kossuth's good graces. What they did not know was that Ivania's demise was part of the price Thrul paid for the Firelord's aid, nor did they guess that the last explosive attacks on the Alaor were related to Kossuth's price. The Zulkirs agreed to Thrul's demands so long as Mari Agneh was not killed in the process. Not only was she from a preeminent family, but having to keep her alive would keep Thrul busy for years to come.
But Mari has only appeared to be his burden and his slave. Having secured his life and a unique position as Zulkir and Tharchion, Thrul returned to claim Bezantur. Rumors spread of a devastating private showdown in which Mari was conquered as his thrall and plaything. He has made vicious displays of controlling her in public ever since. She has never failed to seem haunted, obedient, and even crushed in front of others. She has remained under the best guard, however, and every attempt on her life has been brutally repelled. In truth, she is the secret heart of the region's whisper network, and continues to guide Thrul's efforts through her cunning. They have a very different relationship when in complete privacy, and she is the only one who has been able to temper his most dangerous instincts. In top secret records that are to remain sealed until after their deaths, proof of their marriage exists, as well as titles for their offspring. No signs of pregnancy have ever been witnessed and no children have been close to them, but their bloodline will remain one of the most powerful in Thay, if they have anything to say about it. If they extend their years magically, however, these revelations could take much longer to surface.
This series of posts about the Salamander War have been rewritten and improved with the aid of sleyvas at the Candlekeep forums. Many thanks!
Wednesday, March 21, 2018
Secrets of the Salamander War - What Some Thayans Know
When I started developing the Salamander War in depth for my game, I first did the research on what had gone before. Then, before I knew what was happening, I began to develop three tiers of information about what went on. When I got done, it made sense to me that there would be three basic tiers of access to the truths of the situation. First, there are the well-known tales of the war and those involved; they are told all over the place and are accepted by the general populace. Anyone can dig them up without many problems, if they don't already know them. Then there are the maneuvers and motivations that have been kept quiet and are more risky to pass along.
Below is information that any PC might be able to find about the war, but only with real effort. Noble heritage can help but bribes, intimidation, and stealing will likely be required to uncover much of it. History-related checks between DC 21 - 30 will result in varying amounts of what follows. Fewer Thayans know the real schemes behind the war and fewer still are willing to admit them, especially since power players like Aznar Thrul are still quite influential in the country.
Click the button to show the details, but only if you are not a player whose DM might be using this information to entertain you. Thank you for respecting your DM's hard work!
In return (and unbeknownst to anyone else), the Zulkirs promised to keep the South Coast on fire as a permanent place on the Material Plane to welcome and host fire elementals. The Zulkirs never intended to keep this promise; they planned to make it seem like they tried and failed. The Zulkirs and the fire elementals made an agreement to keep the arrangements to themselves, since they faced great opposition if the word got out. The Zulkirs knew the Lords of Fire only wanted a staging ground to launch offensives elsewhere in the Realms and fully believed the elementals would turn on their allies once they were strong enough in numbers. A lesser portal was created for the expeditionary forces to use, however, and a greater one was promised at the heart of the territory once the war was over.
The site of the gate was near a village named First Falls, which sat on the River Lapendrar overlooking what would become the Priador; it was also the first settlement to be sacrificed, with each villager burnt to a crisp. The site became marked by pillar of smoke, not because of its magic but due to the salamanders burning everything near it for their own pleasure. The portal was 10 by 6 feet high and heavily guarded, and it was at the gate that one of the final major battles of the war took place.
Tuesday, March 20, 2018
History of the Salamander War - What Most Thayans Know

The Salamander War is a SNAFU in Thayan history that was outlined in depth in the 2nd edition book, Dreams of the Red Wizards. It was fleshed out further in Spellbound, but not without significant contradictions being introduced. Dreams of the Red Wizards states that the Zulkirs of Conjuration and Evocation are involved in the plot but does not name either of them. It can be difficult to confuse them with other characters of power because they remain unnamed. Some details remain the same, but when viewed together, the narrative becomes a mess. This is somewhat understandable, since the first was published in 1988 and the second in 1995, but more efforts for continuity and clarity would have helped.
Since then, it has been merely mentioned in a number of products and has been summarized officially thusly: "During the Salamander War (1357 DR-1358 DR) that ravaged the coastal cities of the Priador, the forces of Thay found themselves sorely beleaguered by former salamander allies. The salamanders burned everything in their path, because the Red Wizards had betrayed a promise to them to build a permanent portal to the Elemental Plane of Fire. An up-and-coming Red Wizard, Aznar Thrul, pleaded with the fire god Kossuth for aid, and Kossuth drove the invading salamanders away with his own elementals. Thay then occupied the Priador March and Thul was named tharchion of the land."
The Salamander War started out as a power grab over a region that Thay had been struggling to keep control of for centuries. It had heavy costs for Thay because their key allies, fire elementals, turned on them. In my game, it also took a toll on the Valgon noble family. Halav Kallos, a shadowdancer who married into their ranks, was sent on a top secret mission during the trouble and never returned. He has not been located via magical means, but he has not come up as conclusively dead. The house standard bearer in Eltabbar and son of the head of house and Red Wizard Boris, Balogh Valgon, met his death during the initial treachery. One of the PCs, the blackguard Augustus, lost both of his parents when they refused to retreat from the counter-offensive that herded the remaining elementals against the walls of Escalant. They earned their legends by their deaths, especially since they were representing a house that was derided as providing nothing but soft, weak schemers.
The events of the war have been mentioned throughout our campaign, which has continued despite many breaks since 2009. The war has now taken center stage in our game, so to speak, because a play called The Burning March is being written and produced in Eltabbar, Thay's capital, to commemorate its 20th anniversary. Its writer/director is Igan Nymar, who has a lot of pull given the high reputation of his house. It is set to portray a number of key nobles, so it is a big deal even for Thayans who would otherwise pooh-pooh it as bardic frippery and egotistical nonsense. It also has the input of the scribes of House Delizan, which is dedicated to preserving Thayan history. Casting has begun and though some roles will be dangerous to fill (out of fear for their living counterparts finding offense), many nobles are interested in taking part for their own reasons.
In order to keep themselves from being sent out of the city and to secure safety for Augustus's bride-to-be, Tari Govannon, the PCs have decided to become directly involved in the production. Azonia urged her husband, the great bard Roniran, to endear himself and find a great role for himself and a place backstage for her (likely as a cleric to heal and buff actors). Augustus has commanded the role of his father; a woman who had been vying to marry him has taken his mother's role, though she didn't expect him to join the play. His bride-to-be has yet to be placed, but might try out for the role of Mari Agneh. Viktor Valgon is aiming to portray Balogh, backed by his flare for the dramatic, his great disguise talents and his natural resistance to flames. It is likely that Roniran will convince Azonia's mother to come out of retirement and that she will bring his son Nikos with her.
It is safe to say that the Valgons are going to be up to their necks in the history, myths, and propaganda of the war, so I felt it was time to begin fleshing it out in earnest. What I found in official sources was interesting but fell short of the kind of situation I had in mind, so I have started rewriting it and bringing my own vision to bear. Below is information that any PC might know or easily be able to find about the war; any history-related checks below a DC 20 will result in varying amounts of what follows.
The cities of Delthuntle, Nethra, Teth, Laothkund, Hilbrand, Lasdur, Taskaunt, Escalant, Murbant, and Thasselen were known as the Free Cities. Most were founded by Unther as it sought a foothold in the region and welcomed reinforcements from the West. They remained as independent of each other as they dared out of pride and the spirit of competition. They fought among each other or trade rivals in Chessenta more than anyone else, including Thay, for most of their histories. They fell under Thayan control at intervals for four centuries, but often earned periods of freedom. Thayans christened the area “the Priador” but they were the only ones to use the term or consider it to be part of Thay. Then the “free cities” began to work together to weaken trade to Bezantur and thwart Thayan influence within their borders, schemes which became their final mistakes.
When open hostilities began at the start of 1357, Delthuntle and Loathkund had populations of 70,000 each, and Hilbrand and Escalant boasted 30,000 inhabitants. Lasdur, Taskaunt, Murbant, and Thasselen were anywhere from 5,000 to 15,000 people apiece and were utterly devastated during the war. The first assaults were waged by slaves, humanoids, and undead under the control of Thayan nobles, but they were only the opening salvo. Mid 1357, elemental reinforcements arrived with orders to burn everything in their path. Hilbrand swiftly surrendered when it saw the devastation of the elemental legions. Escalant was besieged but held out due to support from outside towns horrified by the Red Wizards’ scorched earth policy. It was on the fields outside of Escalant that the worst battle was fought, when the salamanders turned against Thayan forces en masse in late 1357.
Although no one was sure of why the elementals attacked Thayans at the time, it was later revealed that they had been promised a grand, permanent portal to the Plane of Fire by the Zulkirs of Conjuration and Evocation. When no efforts were made to build it, the elementals grew impatient and delivered an ultimatum. Many were banished back to their home plane (namely the efreeti); the salamanders initially agreed to continue their work but turned on their former allies during the battle. They went on to terrorize the countryside, destroying free city people and Thayans alike, until Aznar Thrul contacted the god of fire, Kossuth, and convinced the deity to rein in the wayward elementals.
The end of the war led to a number of major changes in the balance of power in Thay: First, Hargrid Tenslayer was lost in battle, so another Tharchion rose in his place. The tharch of Lapendrar was drained of many resources and people, so it fell into relative obscurity. The Zulkirs of Conjuration and Evocation was reportedly killed in the fray, leaving Nevron to take over Conjuration. Aznar Thrul became Zulkir of Evocation and Tharchion of the Priador (the tharch of Bezantur was erased, swallowed into the larger whole), garnering enough influence to set him up as a rival to Szass Tam. This made many Thayans uneasy, since no other Zulkir had been a Tharchion, but since he saved the tharch, there was no denying him the right to be its governor, if that was what he wished. He also defeated and claimed Mari Agneh as his own in the aftermath, before she could scheme to save herself.
Wednesday, September 28, 2016
The Ruins of Thossos

Excerpt from the official map of Thay
On the far western edge of the Plateau of Thay, well away from any major road or river, looms the ancient fortress of Thossos. It began as a dark secret, swathed in concealing magics for a short time. The Mulhorandi policy was to leave it alone as a cursed scar on the land. Much later, the Red Wizards sent agents to explore the ruins and determine what should be done with them. The good news was that they had some useful aspects. The bad news was that the site was created too well for anyone's good and getting rid of it would be a monumental task.
As far as anyone has been able to discover, the mighty complex was a last-ditch effort. During the final days of the war between Narfell and Raumathar, Nar generals had pushed the boundaries between the empires to their limits. They needed to gain a foothold close to Raumviran territory, but not so close that it would be immediately destroyed. To get the most done as quickly as possible, Nar demonbinders made a deal to summon an entire fortress from within the Abyss.
It was supposed to be a temporary stronghold from which an army of demons could be gated in. No additional modifications were made to the land nearby and no records of its existence on any contemporary map have been found. As native stone from the changeable Abyss, it was not visible without true seeing or having demonic ancestry. Legends say that the central tower had a layer for each layer of the Abyss, spiraling up out of sight, though they seem too fanciful to be believed. (Thossos is the name of the tower itself but there are arguments as to what it means, since both of its parts have multiple definitions.)
In the end, its insane scope didn't matter. Raumviran battle-wizards discovered and assaulted the tower mercilessly, ripping it open and killing everyone inside. The concealing effects fell, leaving the bizarre stones for all to view. Few battle-wizards made it out of that fight and none were alive to search for it later when it began to reform. Red Wizards theorize that the pact which drew it into the material world must have specified something grand. Perhaps the fortress would remain until every trace of Raumathar was wiped from the face of Faerun. In any event, the terms have not been fulfilled. As far as anyone knows, the Red Wizards have not tried to complete them.
The fortified walls and outlying buildings are safe enough that guards are stationed there regularly to keep an eye on the surroundings. It's usually considered a boring assignment. The central tower, however, is off limits except to Red Wizards and their designated crews. The top floors reshape themselves sporadically and the gates they possess to layers of the Abyss change, as well. It seems that the tower has been trying to repair itself but is never quite satisfied. Demons within cannot leave the structure without making a new bargain, but they can and will attack unwary visitors. Ghosts of dead Nar demonbinders also remain, desperate to finish ancient business or to fight among themselves, blaming one another forever for failures that cannot be undone.
The underground layers are rumors, but they do exist, and they are not the result of the initial summoning. As such, they are stable, but far from safe. Local drow were called to the tower's presence as they ventured up to see what they could take. They used its gateways well before Thayans claimed it (and there was a vicious fight over ownership of the premises which ended with Thayans allowing the drow access, with their approval and oversight). The drow eventually herded burrowing creatures and slaves through to create a protective maze to the surface.
Now it is a place where drow and Thayans can meet to discuss business. All local drow factions know at least one way through the maze, as do the Red Wizards. Sometimes slaves are traded, and it is said that no slave who has gone into the tower has ever returned. Other times, it is the stage for longer term agreements, including ambassadorial trips in either direction. Together, the drow and the Red Wizards stock and adjust the maze, changing the safe routes so that spies will have a harder time relying on them.
The Red Wizards send groups into the tower at intervals to clear out the upper floors, to search for spies or other meddlesome interlopers (since cultists have been discovered trying to get to their masters), and to see if any of the Nar ghosts can be resolved. Teams search the mazes below for similar reasons. Some groups return. Others do not. Receiving tower duty is an ambiguous assignment because it could be a way to make one's own pact with a demon, or to visit the Abyss, or to get rid of a rival. Treachery between Thayans is often suspected but rarely investigated. But it's also a way to vanish without a trace or lose your life in yet another secret project.
Fierce but brief wars with creatures who seek to possess the tower have happened from time to time, as the guards outside know all too well. So far, the worst invasions have not reached a population center. The complex is a kind of open secret. Thayans must show their papers upon approaching it as they must do everywhere else, but it is not as tightly restricted as the plateau upon which High Thay rests. Guards will try to keep the curious away, but if they do get inside, it is assumed they will receive what they deserve.
Wednesday, September 21, 2016
The Slave Way - The Key Road Through Thay
I could not help but overhear your inquiry about the Slave Way at your family's last gathering. Unfortunately, I was unable to answer your inquiry right then, but as an aspiring warrior and a noble Thayan young lady, you should know about that road's very special place in our lives. (Which is why your father probably shushed you; it was harsh, but he saved you some embarrassment, so hate him a little less for it, if you can.) With this letter, I offer you a less boring way to learn about a path you will travel many times in your life. Because until you work your way into one of the flying corps, you will be using it any time you travel south.

You already know why it is called the Slave Way - it's the route we force the slaves to walk once they get here so they can see just how far from help they are. It weeds out any of the sick or weak we might have missed and gets any escape attempts out of the way. Those who attempt to flee are brought down mercilessly in front of the rest. By the time they get up the First Escarpment, most slaves have little fight left in them. The journey is hard and slow, but it works wonders for morale. Those who are not sold along the way and make it all the way to Eltabbar are docile and awed. They accept their fate.
But we did not build the road in the first place. Mulhorand seized this territory after Raumathar and Narfell blew each other to bits, and the basic path up the middle of the plateau was already in place. There had been trade between the lake and the sea, but the road was torn apart in the war. The Mulhorandi improved it when they rebuilt Kensten (which is called Bezantur now), but only as much as necessary. At the time, Eltabbar wasn't much more than a series of docks and warehouses called Pyceles (its Raumviran name), so the trading was much slower and less valuable. Like everything else about Mulhorand.
Plans really started to take shape after we won the war for independence. When Eltabbar was remodeled and chosen as the capital, we knew the road would have to be redone, too. It led right through Tyraturos, which was already a larger city, and many Thayans had schemes for a more impressive interior. The Mulhorandi hadn't put many resources into the land because it was so far away from the center of their empire. Now it was our empire, and once we stabilized our first cities, we began to build it up.
Foreigners do not understand much about how our interior works, which is for the best. For one thing, the Slave Way has never been just one road, and it was not built all at once. Different stretches were funded by various patrons between 1000 and 1200 DR. They have their own styles, defenses, and upkeep. They also have their own names that locals use. The Slave Way no longer "starts" in Bezantur, either; acquiring Murbant and Escalant in 1357 gave us an excuse to extend the road out across the Wizards' Reach. Slaves do most of the basic repairs and cleaning, but citizens take care of any serious problems. The road carries caravans and our humanoid allies where they're needed, and maintaining the road is much cheaper than trying to teleport everything everywhere.
The main stretches of the Slave Way are:
Escalant to Bezantur: This part is called Wizards' Row, since it's marked with plinths bearing symbols of magic and the Red Wizards. Some of them are enchanted and some of them are not at any given time, but they are always reminders that we own the area now. (Anyone found vandalizing them is given a very public execution, but idiots still try.) The surrounding land is also rigged with magical traps for those who stray from the road without a guard bearing the chosen glyph. They wear many glyphs stashed on their person to confuse slaves who try to pick-pocket the right one.
Bezantur to Galresh (just before the First Escarpment begins): This stretch is called the Tower Gauntlet because it's lined with impressive watchtowers all the way to Galresh, which is the town at the base of the cliff. Some say that the towers are based on Raumviran ruins that have been found deep within Thay but no one knows how much. Spells have been cast from them, but whether they were cast by wizards or the towers themselves is anyone's guess. Most caravans will stop to rest at Galresh before starting the climb, and the town stays alive by catering to visitors and watching over slaves until they are ready to be moved.
Up the First Escarpment: The road that leads all the way up the cliffside is steep and long, with few alcoves dug into the cliff face for a rest. It is a place begging for accidents and attempts at revolt, along with attempts at suicide and infighting. For all of those reasons (as well as the ruddy color of the bare rock), it is called the Red Road by those who survive. And more survive than you might think. We learned long ago that crazed slaves will try to throw themselves over the edge because they think they would rather die than serve us - so we have nets and magic in place to catch them. There are also secret entrances to caves that belong to our humanoid allies. That is where those who fight or fuss are sometimes sent to be punished. Most are returned, worse for wear but alive.
Rise to Delabbar: After reaching the main plateau, the path to Delabbar is named Yadara's Way for the patron who finally saw fit to develop it. It was one of the last lengths to be given a Thayan touch, mostly because those who got past the Red Road didn't care what it looked like, as long as it was mostly flat. Yadara was the last of her line and too old to bear children, so she chose to leave behind another legacy. She commissioned statues of Thayan heroes who were not nobles and even placed a likeness of herself among them as a way of revealing that she had been adopted from commoner stock. She killed herself at the opening ceremony and her ghost is said to wander anywhere along the path she pleases. She terrifies slaves back to their masters - but she also delights in tormenting nobles who act too proud for their own good. Trying to replace one of the statutes (or dishonor it) without her leave will result in immediate attack.
Delabbar to Mophur: Tyraturos held a city-wide competition to bring in the bones of the largest creatures their heroes could kill. Nothing less than gargantuan sized foes would do for what they had in mind, and Spine Row is the end result. Ribs, tails, other bones and carapaces are embedded in the dirt beside the road all the way up the middle of the plateau. Closer to Delabbar and Mophur, the ground is moist and the bones stand out from greenery. Closer to Tyraturos, the bleached remains gleam against desert sand. At first, there were only so many, but they have been added to ever since. These trophies make the journey to the massive gates of Tyraturos truly impressive and stand as a warning to any big monsters that might want to drop in on us. Nobles can submit their trophies for use in the project even today. I would not be surprised if your cousin Augustus added to the collection someday. Tyraturos is the city of his birth, after all.
Mophur to Nuthretos: Mophur is the city of satisfaction (because it is the center of the drugs we spread across Faerun, not because they necessarily have more fun). Nuthretos is the city of poison and basically dedicated to Talona. Their solution was to sew the area with narcotics and dangerous plants, and good luck figuring out which is which. Locals refer to it as The Wandering, but most of them won't risk stealing from the noble houses involved. Slaves sometimes grab what they can, hoping to die, but they only become mildly ill. Sick enough to wish they weren't. Others just want to zone out and if they find the right leaves, they have a much better trip. Some of the slave masters will spread rumors to calm the herd.
Nuthretos to Eltabbar: The influence of Eltabbar begins at the doorstep of Nuthretos, where the road becomes a marble expanse lined with columns. This is one of the most costly stretches of the Slave Way to maintain but it is also the most elegant, as you've seen for yourself. The problem is that you have not traveled much or far yet, so you cannot appreciate just how glorious it is. One day, you will. One day, you will ride out of the Wizard's Eye gate on your own steed and take the Steps of Thayd at your own pace. If you follow your cousin Augustus's teachings, you will return a conqueror for certain.
For you see, it is the Slave Way for the conquered, but it is the High Road for the conquerors. You will not hear it called the High Road often, even though that is its official name, but it leads to the mightiest cities in Thay and there is no higher path to power here except the one that leads to the Thaymount. Since neither of us were blessed with the gift of magic, mastering the High Road is our lot.
I hope this will be of use to you, and feel free to show off your newly acquired knowledge at the first available opportunity. Just do not tell anyone where you learned it from, even if your cousin Augustus asks. Let this be between us, and between us, let us make your house look even stronger in ways that others do not expect it to be.
Sincerely,
Tari Govannon