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Dreams of the Red Wizards
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Dreams of the Red Wizards
by Steve Perrin
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
History of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
People and Society of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Geography of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Current Economy of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Current Politics of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Magic of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Religion of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Personalities of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Adventures in Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Pullout Section:
Players Guide to Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29-36
Map of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20-21
Credits:
Editing: Karen S. Boomgarden Cover Art: Clyde Caldwell
Cartography: Dave Sutherland Typography: Kim Janke
Interior Art: Valerie Valusek
Keylining: Stephanie Tabat
TSR, Inc.
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TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
Cambridge CB1 3LB
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INTRODUCTION
This book is a description of Thay, said
by some to be the most evil land of the
Forgotten Realms. It is the home of the
powerful, evil Red Wizards, whose
whim can move mountains and sum-
mon great demons to lay waste to arm-
ies. Besides the great magic that seems
to fill every corner, the land is famed
for its rich prosperity, with exquisite,
exotic craftworks and rich culture. For
all of these things, Thay is perhaps the
best-known (and least-visited by those
good men who value their freedom) of
the Eastern Lands.
The realm is also known for its
ancient heritage, byzantine govern-
ment, and magical-based society. Its
slave-traders and slave-gatherers are
feared throughout the Realms, and its
traveling wizards can walk unham-
pered through the most squalid streets
of Tethyr. To most folk of the Realms,
Thay is the great eastern threat, the
land of bloody-handed wizards who at
any moment might swirl across their
borders on the backs of fire elementals
and lay waste to the world.
Many of these fears have some basis
in fact. This book attempts to lift the
veil of rumor and reveal what the Wiz-
ards of Thay are truly capable of, and
why the lands around the Inner Sea
have a true cause to fear the Dreams of
the Red Wizards.
Of course, this book also provides the
necessary information for FORGOTTEN
REALMS role-playing campaigns set in
law, even if the laws are evil, then you
may want to change the attitude of the
gnoll patrols who maintain the law as
Thay and among her neighbors.
they see it in the cities of Thay.
The second use for this book is to
show how events in Thay and the sur-
If you are more comfortable with a
society in which everyone has some civ-
rounding countries can interact with
adventures set anywhere in the
Realms, from Neverwinter to Skuld,
and everywhere in between.
If you are a DM whose campaign is set
in the Realms, and wish to use Thay as a
site for occasional adventures (see Res-
cue! in the appendices) or a complete
campaign you should read the entire
book, referring to the accompanying
map when the wealth of information
about the international relationships
becomes overwhelming.
If you are going to allow player char-
acter magic-users who originate in
Thay, study the chapter on Thayvian
magic particularly closely. There are
many differences between the stand-
ard AD&D® game system magic-user
and a Red Wizardno matter how far
along the Red Wizard is in his studies.
This is also necessary when looking at
the descriptions of the major NPCs in
the appendices. Looking at them with
the eye of a standard AD&D game sys-
tem DM will only confuse you.
If you are running player characters
from other lands who are journeying to
Thay, emphasize the rumored differ-
ences in magic without being specific.
The players will learn about the real dif-
ferences soon enough.
For a full campaign in Thay, be sure to
look at the society and politics chapters
closely. There are differences here that
can be quite alien to the Western-
Europe-style campaign possible even in
Cormyr. There is an underlying evil to
this society that is foreign to even Amn
or Zhentil Keep. The people of Thay are
different from the people of the west-
ern lands, and the differences can be
subtle and trip up player and DM alike.
Of course, you are free to change
some aspects of this culture to better fit
your own playing style. If you are more
comfortable with a society where the
police can be counted on to enforce the
il rights, then you will have to make
some other, perhaps very subtle,
changes in how this society looks at the
adventurers who enter it.
And, of course, study the history and
geography of both Thay and its neigh-
bors. These are the foundation stones
of heroic legends and current national
politics, and both can be good founda-
tions for exciting adventures as well.
Welcome to Thay. May you and your
players characters live through the
experience.
How To Use This Book
This book has two uses for the
FORGOTTEN REALMS game cam-
paign DM. First, it provides a look at
Thay and the lands surrounding it,
complete with enough statistics that a
BATTLESYSTEM Fantasy Combat
Supplement campaign can be set up
using the information supplied within
and some translations from raw popula-
tion statistics to BATTLESYSTEM Fantasy
Combat Supplement characteristics.
There are certainly sufficient reasons for
Thay and her neighbors to go to war with
one another, as you will see, and the stra-
tegic situation is sufficiently complex to
make for some interesting maneuvers
and battles.
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HISTORY OF THAY
History of the Region
The East is shrouded in mystery to
those lands to the west of the Inner Sea.
The entire east and south is considered
an area of vast magics and strange tyr-
annies. These considerations are quite
close to the truth.
Before the beginning of the current
Age, there were four great lands who
controlled the east of the Inner Sea. In
the north were Narfell and Raumathar,
to the south were Unther and
Mulhorand. The northern nations were
relatively young, coalescing out of wan-
dering tribes about a thousand years
before the end of the previous age.
Unther and Mulhorand had first
appeared as that age was dawning.
The southern nations had long since
found the Alamber Sea a sufficient bor-
der to keep their interests apart. They
fought for trade rights and for posses-
sion of the few islands of the sea, but
neither seriously invaded the other
country. In the north, however, there
were no such convenient barriers to
the march of armies, and the two giants
of the north were constantly at war. In
these days, no one knows what their
source of enmity was, but stories of
their wars and heroes are still the staple
of any wandering bard of the eastern
Inner Seas.
Eventually, the two nations slew each
other with great magics. Stories in
books found in Myth Drannor tell of
demons summoned, dragons called,
and cities burned. The war came to an
end with neither nation surviving. This
took place about 1500 years ago, just
before the explorers of Tethyr and Amn
began to open up the Inner Sea to the
current age.
Both Mulhorand and Unther moved
to fill up some of the space left vacant
by this catastrophe. Unther lept across
the Eastern Reach to plant cities on that
body of waters northern coast;
Mulhorand founded the cities of Bezan-
tur, Tyraturas, Amruthar, Delhumide,
and Nethjet in an effort to reach the
northern survivors of the great war.
But both nations were already feeling
the first effects of the other great
destroyer of empires: decadence.
Unther could not reach the elves of
the Yuirwood with its traders or its
armies. Rather than circumvent the for-
est, it sat where it was and first lost
Altumbel, then the North Shore Coastal
cities, to forces of rebellion against its
smothering bureaucracy, led by the
freethinking freebooters who led the
migrations east from Amn. Then
Unther retreated from the south shore
under similar pressures. The city-states
that remained formed a loose union
known as Chessenta that still remains,
though the unity of the cities is laugha-
ble to any true nation.
Mulhorand, perhaps because it had a
land connection to the north, managed to
hold on to its northern conquests longer,
but eventually, lost them to a home-
grown menace. About four hundred
years ago, a sect calling itself the Red Wiz-
ards declared its freedom from the god-
kings of Mulhorand. They rebelled from
the rule of the theocracy and demanded
more freedom for magic research.
The sect originally sprang up all over
the old kingdom, but its center of
strength was in the northern prov-
inces, where the natives did not have
the inbred reverence for the god-kings.
The wizards led an army to raze the
capital city of Delhumide and declared
themselves the free nation of Thay.
Then they marched south, taking the
other cities of northern Mulhorand
with little trouble.
Mulhorand roused itself from its stu-
por long enough to hire an immense
mercenary army from Chessenta and
send it into the land now called Thay by
its new masters. The Red Wizards met
this army on the farming plains of Tha-
zalhar. The Wizards met the vastly
superior numbers backed with some of
the less apathetic priests of the god-
kings with sorcery, including what has
been described as a major demon, who
slaughtered vast hordes of mercenaries
before the invaders broke and ran.
Mulhorand effectively shrugged its
massive shoulders, further fortified the
city of Sultim and the River of the
Dawn, and turned over in its bed of
apathy to sleep the sleep of decadence.
Since then, Mulhorand has not claimed
any part of Thay, though they have had
to defend themselves, quite successful-
ly, against two invasions from that
upstart country.
Thay
Their independence secured, the Red
Wizards set about to establish their
own nation. The first order of business
was sending the major demon back
where it came from-an effort that cost
them several Wizards. Then they estab-
lished their capitol of Eltabbar (some
say this is named after the demon) and
began to order their new country.
Initially, the Red Wizards ruled their
new nation themselves, gathering in a
Council to make any necessary deci-
sions. Each Wizard tried to extend his
own powerbase, taking on apprentices
and recruiting other wizards. Many
magic-users from Mulhorand who had
not participated in the rebellion immi-
grated to Thay to partake of the greater
freedom for magic-users there. Within
a century there were too many Wizards
to operate as a ruling Council. Every
decision was reached, when it was
reached, only after weeks of debate.
Moreover, magic-users are not well
suited to governing. To remain good
magi they must continually research
and practice their craft. This leaves lit-
tle time for statecraft and governance.
Recognizing the problem, the Red
Wizards devised the current system
(described in the Politics chapter of this
book) of Tharchions ruling provinces
and Zulkirs chosen from among the
Red Wizards to rule the entire nation.
Thays history since independence
was gained is a cycle of internal strife,
unification to try to conquer neighbor-
ing lands, and so on around the circle.
The first major period of strife was
directly after the foundation of the rul-
ing Zulkirs, when objecting Wizards
marshalled their forces and attempted
to destroy this new government at
birth. However, they were disorganized
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and warred among themselves (several
had kingly ambitions of their own) and
the Zulkirs slowly established their rule
over a period of almost 40 years by mili-
tary victory and occasional co-opting of
opponents into their ranks.
by the Tharchion of Thaymount and
the Zulkir of the School of Divination,
who have taken advantage of a period
of Aglarondan laxity to march down off
the Thaymount and take over the trad-
ing towns of Nethentir and Nethjet.
There is also a second prong to their
attack, but that is not immediately evi-
dent to the casual observer.
The third scheme is perhaps the most
ambitious. The Zulkirs of Evocation and
Conjuration have combined with the
Tharchion of Lapendrar to open a gate
to the Elemental Plane of Fire, assemble
an army of salamanders and efreeti,
and purge the North Coast of competi-
tors to Bezantur once and for all.
Naturally, all this activity has not gone
unnoticed. The Zulkir for Enchantment
and Charm is most alarmed at all this
adventurism, since his plan of steady
assassination of heads of state has bare-
ly gotten off the ground.
This is the nation that adventurous
player characters may be entering at
any moment.
1030 DR
Establishment of Zulkirs as
ruling body of Thay
Internal strife in Thay as
Zulkirs continue to establish
rule
Battle of Ingdals Arm
Brindor First King of
Aglarond
Building of Emmech
Building of Giants Wall
Founding of Impiltur
Imphras crowned King
Birth of Zulkir Szass Tam
Breakup of Chessenta Alli-
ance into squabbling city-
states
Imbrar King of Impiltur
Ilmara Queen of Impiltur
Althon King of Aglarond
Creation of Long Portage
Redsail the pirate retires to
Aglarond
Zulkir Szass Tam becomes
lich
Elthond King of Aglarond
Imphras II King of Impiltur
Battle of Singing Sands
Philaspur King of Aglarond
Battle of Brokenheads
Grey Sisters Queens of
Aglarond
Lashilmbrar King of Impiltur
Marriage of Thara of
Aglarond to Elthar of
Milvarune
Alliance of Thesk and
Aglarond
Halacar king of Aglarond
Battle of Lapendrar
Ilione Queen of Aglarond
Rilimbrar King of Impiltur
Great Plague of the Inner
Sea
Targuth Athkarr becomes
Huhong of Rashemen
Simbul Queen of Aglarond
Hyarmon Hussilthar
becomes Huhong of Rashe-
men
Sambryl Queen of Impiltur
The Present
1031-74
DR
1065 DR
The Conquering Wizards
Since the establishment of their nation,
the Red Wizards have had to trade (or
steal) for many things they consider
necessary for their lives. They would
rather conquer and control the lands
that produce these items, so the Zulkirs
and Tharchions are continually schem-
ing and planning to gather armies and
march on one of their neighbors.
Invariably, those Wizards who are
not in on the planning of the conquest
decide that either (1) it is really just a
scheme by the organizers to take over
Thay itself or (2) the organizers will get
too powerful and use their new power
base to take over Thay and/or exact a
revenge on the other Wizards for real
or imagined slights. Thus, those left out
of the planning either (1) try to subvert
those working with the planners into
sabotaging the effort or (2) try to take
over the homefront power base of the
planners while they are off conquering.
The fact that the Wizards not
involved in the planning might be very
right about the real motivations of the
planners does not help build tranquili-
ty. Thus, the military history of Thay is
one of grand conquests splendidly
embarked upon that end in squabbling
and disaster. However, the Wizards
keep trying.
1082 DR
1085 DR
1097 DR
1104 DR
1117-54
DR
1122 DR
1127 DR
1128 DR
1132 DR
1142 DR
1159 DR
1189 DR
1169 DR
1194 DR
Timeline
150 DRMutual Fall of Narfall and
1197 DR
1 DR
163 DR
482 DR
Raumathar
Founding of Cormyr
Founding of Altumbel
Delthuntle and Laothkund
break free of Unther
Steady erosion of Unthers
control of North Coast Cities
First fisherfolk in Aglarond
Mourktar breaks free of
Unther
Adventurers begin to clear
the monsters out of the Yuir-
wood
Battle of Thazalhar
Alliance of Chessenta drives
Unther back beyond the
Riders To The Sky mtns.
First Thay invasion of Rashe-
men
Alliance of the Cities of The
Golden Way into Thesk
Telflamm annexes Nyth and
Culmaster and establishes
own nation
1225 DR
1237 DR
504-679
DR
756 DR
823 DR
1257 DR
1260 DR
870 DR
1294 DR
1317-23
DR
1317 DR
Current Operations
At this time, there are three major
schemes of conquest in operation.
922 DR
929 DR
1320 DR
1334 DR
The first scheme of conquests con-
sists of Szass Tam, Zulkir of Necroman-
cy, and the Tharchion of Gauros, who
are attempting once again to conquer
Rashemen, this time behind an army of
zombies.
The second scheme is masterminded
934 DR
937 DR
1338 DR
1357 DR
975 DR
4
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