Showing posts with label tharchs. Show all posts
Showing posts with label tharchs. Show all posts

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!

Thursday, March 22, 2018

Secrets Within Secrets - What Only A Select Few Know

Art by Artastrophe


Players & DMs Beware!


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.




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



Players Stay Out!

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!






Tuesday, March 20, 2018

History of the Salamander War - What Most Thayans Know

Art by Sandara


What the War Has to Do With My Game


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.


Reworked Known Events  

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 14, 2016

The Magical Weather Net Over Thay

Map from the 3rd Edition Forgotten Realms Campaign Setting

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

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

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

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

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

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

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


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

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

Wednesday, September 7, 2016

The Bridge of Bones near Keluthar

Excerpt from the official map of Thay

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

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

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

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

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

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

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

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

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

Monday, July 18, 2016

Rumor #2: Gauros is Poor and Half-Empty

<Lucindiya Szollos sighs and rolls her eyes before she quaffs from her stein.  The bartender, Reggia, just had to ask about where Luci came from in those warbly, perpetually drunken tones.  But Luci is far more annoyed by having to talk about her roots than by the bar wench to end all bar wenches.

Luci seems mostly out of place in the deliberately roughshod tavern called the Withered Rose, which is secretly owned by her patron, the tiefling noble Viktor Valgon, and openly run by his merry band of followers.  But as a mid-level commoner with special circumstances, Luci can risk being seen here with few consequences.  And some days, she shows up for a small reminder of where she grew up, not that she would ever admit it.

Better dressed than the main, it's the added delicacy of Luci's bone structure and the slight pointing of her ears that makes most others glance twice.  Her thick, wavy mane of dark hair and the dusky cast to her skin otherwise mark her as Rashemi.  Unlike most commoners she bears more than one piece of gold jewelry, and one bracelet which clearly marks her as a citizen rather than a slave.  (When those signs aren't enough, she has her full paperwork tattooed on her back in ink which resists removal by magic.  When you're from a race that's normally owned in Thay, you can't be too careful.)  

Her robes, however, are of an embroidered style which suggest wizardry, and while they are not red they keep most patrons from making the jibes which come to mind about little half-elven ladies.  At least while they're sober enough.  She's fully expecting to catch some jokes about whether she can enlarge certain body parts with magic eventually.  Elves are just too tiny for big Rashemi tastes - or at least big Rashemi talk.>

Look, nobody should be in Gauros if they have real taste, or if they need high society, or if they like big cities, but it's not exactly what you've heard.  And believe me, I'm the last person who would defend the place.  It was bad enough to be a child there, but once I showed arcane skill it was unbearable.  I couldn't wait to get out.  But we should leave the lies for the foreigners, right?  And I'm sure you won't spread the word from our little girl chat, not if I buy you a drink of your own while I'm having mine.

<Coin is placed on the bartop with slim fingers, and Reggia's gently wobbling "Well, thank you, don't mind if I do," assures Luci that the bard will in fact spread some of the more interesting parts of their conversation.  The woman has a stein in hand with hardly a pause but her eyes are eager for the tale.>

Gauros is poor compared to Eltabbar, but then so is most of Faerun.  It's not destitute.  There aren't people starving in the streets.  They might be dirtier, but that's because they have to be.  Some of them even like to be.  They have dirtier professions and they take pride in how hard they work.  They also live closer to the land than the Mulan like to, as they always have.  The Mulan didn't intermarry as much in those woods, so the stock is still mostly Rashemi.  They only give a shit about manners when it keeps them alive.  But the tharch isn't a ghost town.

Map from the 3rd Edition Forgotten Realms Campaign Setting

The area doesn't have cities because the land's been left more wild than other tharchs.  Nobody cared enough to cast big spells to whip it into shape, and why should they have?  It's in the far reaches of the country, not close to any of the hustle and bustle.  Major commerce isn't going to go there; resources are going to be sent out.  They keep the towns small and scattered because that's how they need to be.  I also think a zulkir or tharchion figured that leaving it dangerous would provide more defenses.  Slaves who try to escape usually get mauled by some creature before they can get far.  And the woods are good at keeping their own secrets.  

The tharchion and her underlings spread rumors to keep prying fingers out of their business, and to make it look like there's hardly any business worth speaking of.  Nothing worth relocating for.  Nothing worth trying to take out of their control.  Some of her lackeys were assigned to their posts from elsewhere and can't stand it, so they don't make things up; they just bitch about everything they despise.  It works just as well.

Yes, there are plenty of trees and goats, but those ugly, barren hills you've heard of?  There's mines hidden in some of them, decent ones.  The forests go all the way up to the Sunrise Mountains with all the timber you could ask for - more, because Gauros is one of the best tharchs to be in if you're a ranger or a druid.  They grow and breed what they want.  The ancient ruins that've been already been looted?  Some of them just have new loot from the treasure hunters who've died there.  The keeps that are supposedly empty?  Why would the tharchion leave them that way?  Would you?

No, you couldn't pay me enough to move back to that sty, not after I've lived in Eltabbar.  I'll return to visit my father, perhaps, because he's too stubborn to live anywhere else.  He won his freedom in those woods in a High Hunt of Malar and then married a local woman when he should have wanted to get back to his own people.  He'll be buried there someday, and when he is, his bones will be the best part of Gauros for me.

Now if you don't mind - it seems like that man is about to challenge me to a drinking contest.  It's not his fault.  He doesn't know where I was born or whose daughter I am.