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Thay

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Nation
The plateau of Thay
The plateau of Thay
Thay
Capital Eltabbar
Government Magocracy
Ruler The eight Zulkirs of the
Red Wizards
Population 4,924,800
Races
Humans62%
Gnolls10%
Orcs10%
Dwarves8%
Goblins5%
Halflings5%
{{{13}}}{{{14}}}%
{{{15}}}{{{16}}}%
{{{17}}}{{{18}}}%
{{{19}}}{{{20}}}%
Religions Bane, Cyric, Gargauth, Kelemvor,
Kossuth, Loviatar, Malar,
Shar, Talona, Umberlee
Imports Iron, magic items, monsters,
slaves, spells
Exports Artwork, fruit, grains, jewelry,
magic items, sculptures, timber
Alignment

Source: FRCS, p. 205

Thay is a populous nation ruled by the eight Zulkirs of the dreaded Red Wizards.[1]

The Road to Thay
by Michael Dutton

Contents

[edit] Economy

The nation relies heavily on slavery, a practice heavily frowned upon by nations throughout the north and northwestern Faerûn. In Thay itself the Zulkirs and other prominent Red Wizards grow rich beyond imagination from this sinister trade. From their strongholds and estates, they use this wealth to constantly scheme and plot the mercantile and military domination of their neighbor nations.

[edit] Slavery

Slavery is a common branch of trade in Thay.[2] Slave markets are restocked with war prisoners, conquered Rashemi or people that are sold into slavery. While folk of Mulan descent remove all body hair (at least on the head) and Rashemi freemen at least clip their hair short, slaves are not allowed to cut their hair at all. They can be easily distinguished by the heavy and filthy mass of hair they wear.[3].

[edit] Ruling system

The eight Zulkirs are the most powerful wizards in the nation in each school of magic,[4] with the strongest being the lich Szass Tam in the school of necromancy.[5]

Tharchions, civil governors of the realm, rule over the various tharchs, or regions of Thay.[4]

[edit] Tharchs

These are the eleven regions of Thay, each ruled by a seperate tharchion.[6]

[edit] Navy and Seafaring

Thayan vessels are named using magic-related themes such as spells, schools of magic or wizards, such as Alkammar, Black Tentacle, Enchanter or Lightning Bolt.[7]

[edit] Related prestige classes

[edit] History

The nation of Thay came about when a sect, calling itself the Red Wizards, declared its freedom from the god kings of Mulhorand. The sect's center of strength was in the northern provinces where the natives did not have the inbred reverence for the god-kings. After razing the city of Delhumide they declared themselves the free nation of Thay in 922 DR. Since then Mulhorand has had to defend themselves, quite successfully, against two invasions from Thay.[6]

The armies of Thay have marched on Aglarond and Rashemen many times and folk fear that the time will soon come when the Zulkirs mobilize again. On the reverse, few invaders have ever overcome the great mountains girding the Plateau of Thay, and the secretive and suspicious Red Wizards raise barriers just as formidable to discourage travelers from venturing into their lands.[citation needed]

Thayans believe that the gods send luck to the strong and resolute, not to the gentle and compassionate.[10]

[edit] Related novels

[edit] Computer Game

Neverwinter Nights 2: Mask of the Betrayer has the player briefly travel to The Academy of Shapers and Binders in Thaymount by using a secret portal in the Plane of Shadows in Mulsantir[a city/town], which is located in Rashemen. The player walks out of a mini-valley leading to a path with glowing, apparently magical lanterns leading the way to the academy, various walls and hostile Thayan Gnolls protecting the academy, which Thay most likely uses as a enslaved or hired guard force of some kind. Once the player goes inside, a specific party member will comment on how "The Red Wizards are eager to continue their studies even as bodies fill their academy." This comment was brought by the corpses that were strewn about the entrance, since recently a Coup had been successfully initiated that killed the former Headmistress of the Academy and the students/teachers loyal to her.

[edit] See also

[edit] Notes

  1. Anthony Pryor (1995). Spellbound (Campaign Guide), p. 3. TSR, IncISBN 978-0786901395.
  2. Anthony Pryor (1995). Spellbound (Campaign Guide), p. 7. TSR, IncISBN 978-0786901395.
  3. Richard Lee Byers (April 2007). Unclean, p. 27. Wizards of the CoastISBN 978-0-7869-4258-9.
  4. 4.0 4.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 206. Wizards of the CoastISBN 0-7869-1836-5.
  5. Anthony Pryor (1995). Spellbound (Campaign Guide), p. 106. TSR, IncISBN 978-0786901395.
  6. 6.0 6.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition, p. 207. Wizards of the CoastISBN 0-7869-1836-5.
  7. Steven E. Schend (1999). Sea of Fallen Stars, p. 15. TSR, IncISBN 0-7869-1393-2.
  8. Richard Lee Byers (April 2007). Unclean, p. 104. Wizards of the CoastISBN 978-0-7869-4258-9.
  9. 9.0 9.1 9.2 Richard Lee Byers (April 2007). Unclean, p. 108. Wizards of the CoastISBN 978-0-7869-4258-9.
  10. Richard Lee Byers (April 2007). Unclean, p. 60. Wizards of the CoastISBN 978-0-7869-4258-9.

[edit] Sources

4th Edition D&D

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