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Published by Nox, 2022-10-08 16:17:30

Thay - Land of the Red Wizards

Thay - Land of the Red Wizards

Thazalhar, of also keeping control of what many Thayans refer to
the Future of Thay as “the Monster Prowl,” an event that sees creatures
from the mountains descend upon the lowlands in
Thazalhar (“THAZ-all-har”) winter and spring in search of food when their regular
prey grows scarce.
Population: 14,000 There is a persistent rumor in Thay that Szass Tam
Leader: Yaelend Hulthroun (NE male intends to make the graveyard battlefield of this tharch
“erupt” with masses of undead, someday soon, and
human fighter/sorcerer) invade Mulhorand with them, “sweeping the living be-
Official Military Presence: Thayan Knights fore them, or slaughtering them all.” No evidence has
Commerce: Caravan traffic, sporadic inns, been discovered to support this, so this rumor carries
little weight.
subsistence farming
Religious Influences: Malar, Osirant (Osiris), Yaelend Hulthroun

Ramathant (Anhur) A self-taught talent at the Art who was once just a
soldier stationed in Thazalhar, he impressed Szass
The southernmost tharch of Thay, Thazalhar is essen- Tam by defeating a Mulhorandi strike force despite
tially a border defense region. It is hilly countryside, being vastly outnumbered. When Tam discovered
patrolled by mounted soldiers as commanded by Yaelend was a sorcerer, he named him to the vacant
Yaelend Hulthroun, the tharchion. It has no cities and tharchionate on the spot.
no named settlements on maps, and its population Just as Yaelend’s position as a ruling sorcerer
consists of a handful of roving shepherds and their (when so many of his erstwhile peers are wizards) is
flocks, a larger handful of innkeepers and horse- and a deviation from the Thayan norm, so too is the pay
oxen-traders located in individual steadings along that he receives from Szass Tam’s personal coffers:
the trade roads. There are secret forts in abundance regular deliveries of easily portable and useful magic
(earthen rings with dugout barracks and stables, and items. Hulthroun treasures these baubles and trinkets
adjacent lookout hills topped by signal beacons), scat- and keeps them hidden as much as possible. He is a
tered throughout the region. diligent steward of the tharch which he firmly believes
The land is verdant and with almost no local popu- is “Thay’s tomorrow” and that it will one day grow to
lation to regularly forage it teems with game. The land expand and annex Mulhorand.
is filled with berries of all types, and nearly all the flora Hulthroun is a hardy man, a superb horseman, and
is safely edible. Birds are plentiful and the children in has simple tastes. He’s dedicated to defending his cor-
the inns and hill-forts are sent out daily with baskets ner of Thay and is keenly aware of wayfarers who enter
of stones to fling and bring down enough fowl for the region, but he doesn’t look down on Mulhorandi
stewpots. Traplines around most inn properties, and or any other sort of outlander. In fact, he treats mighty
fishing in local streams (of which there are many; the Red Wizards and dirt-poor laborers alike: as equals. He
land is very well watered) can readily feed inhabitants, is, however, desperately lonely, and dreams of someday
and even wayfarers can feed themselves easily. finding a suitable mate who will ride at his side, the
Due to its devastation in the Battle of Thazalhar long-haired companion of his dreams.
when the demon Eltab was summoned, most of Thay
believes this tharch is haunted; after the fighting was Heraldry: The badge of the tharch is the Novroth, or
done, this tharch was described as “one vast graveyard.” “Watchful Guardian,” and represents the war-ready
Many Thayan tales tell of “armies of the restless dead” border guardianship of Thay.
rising out of the soil to march by night, overwhelming
isolated homes and even inns, and terrorizing the living Roleplaying Yaelend Hulthroun
who do manage to flee. Heroic travelers claim the truth Bond: I was often mocked as a child for being strange.
is different: most see the occasional ghoul or skeleton
or three, and not much more. These memories fuel my desire to achieve.
To keep Mulhorand from invading, or any master Flaw: As a young commander, I made a mistake and it
among the many caravans carrying the exports of
Thay south, or imports north, from getting the idea cost several loyal soldiers’ lives. I will live that regret
that invading Thay is merely a matter of butchering a for the rest of my days.
few mounted troops with lances and crossbows, Red Ideal: Fidelity. Being true to your monarch is simply an
Wizards regularly send their apprentices unannounced extension of being true to one’s own self.
to Thazalhar to spell-hunt monsters, with instructions Quote: “Staunch and true am I, and I serve only the
to “impress everyone but soldiers of Thay, and spare High Regent, Thay’s bright tomorrow—as Thay shall
no brigands or horse-thieves.” Which means that spells be the bright tomorrow for all.”
can be hurled without warning in this “empty” land, es-
pecially off the trade-roads. This has the added benefit Chapter 3: Points of Interest

50

Tyraturos, many buildings razed and replaced. Moreover, a highly
the Bounty of Thay trained and professional city watch has been founded
and trained; they are paid well and most strive to
Tyraturos (“Tie-Rah-Tor-Ohs”) become ever-better at their jobs and feel little urge
to succumb to bribery and corruption as the rest of
Population: 2,770,000 the world might know it. The city remains Thay’s
Leader: Elveirhyadra Haundor (NE female third-largest and is no longer one of its most detested.
The current tharchioness has worked hard to craft
human fighter) a “social round” of regular revels and street music
Official Military Presence: The Probity performances and plays put on at newly-constructed
theaters for the city. She and her team even work to
Corps, Thayan Knights organize trips from elsewhere in the tharch to stay at
Commerce: Exports including various set-price inns and “take in a play and shop for a day,”
to the great delight of those Thayans that find them-
cash crops, spirits, and finished goods; retail sales; selves gifted with the opportunity.
destination travel; banking The city of Tyraturos is the best place to seek
Religious Influences: Chauntea, Hatharia (Hathor), moneylenders or investors in Thay. Coin is abundant
Isharia (Isis), Osirant (Osiris), Ramathant and competition is fierce, and unlike so many other
(Anhur), Shiallia cities and tharches, commerce is not controlled by a
few noble and wealthy merchant families who make
To all Thayans who aren’t zulkirs, nobles, or powerful covert behind-curtain deals to cut down on competi-
Red Wizards, this tharch is the heart, backbone, and tion and raise fees and prices. Corruption is the foe
“big belly” of Thay. Tyraturos annually produces many of the current autarch, Laheirauna Mraedros (human
vegetable crops and copious amounts of fruit in its female fighter and sorcerer; chaotic neutral; flame-
southern reaches, and is especially known for grain haired, curious, and swift to laughter), and in this she
crops that are made into bread, ale, and stronger fiery is fully backed by her longtime friend and lover the
drinks like bazaedur. Bazaedur is a sweet, jet-black tharchioness.
syrupy vintage, beloved by many Thayans but is an Formerly, Tyraturos was a political battleground
acquired taste for most drinkers from other lands. between feuding nobles, cabals of merchants backed
Wagons creak and groan through this tharch day by a Zulkir, an ambitious Red Wizard, or one of the old
and night, and its toll booths—as its tax stations are and wealthy local non-noble families like the Kaun-
known—are populated day and night. An empty wagon turs, the Naravens, the Paladreths, or the Yavaunds,
may pass for free, but a laden one must pay one silver but Szass Tam not-so-subtly let it be known that the re-
piece, which they sometimes do with a practiced building city would no longer welcome such infighting,
throw of that coin. Thanks to these regular tolls and and they were to relocate their disputes to elsewhere
the bountiful crops, Tyraturos is quite prosperous, in Thay and treat this city as neutral ground—or else.
and its current tharchioness makes sure that wealth It only took about a dozen unpleasant public demises
reaches even the lowliest of residents. before his message was accepted, and the new social
Tyraturans are generally contented citizens, who whirl captured the support of most of the local antag-
live in a peaceful, orderly, fairly-governed tharch where onists; those who couldn’t or wouldn’t bend withdrew
adventures and bad things happen elsewhere, the from social life in the city, and everyone else tried to
roads and even the back orchards are safe by night, be nice to each other and soon—on the surface, at
and the surveillance of Red Wizards and less obvious least—succeeded. Now, the “Peace of Tyraturos” is
spies is happily accepted as the price of such safety. something most citizens, high and low, prize and fight
This is the tharch where one can buy anything, to maintain. And as a result, trade and commerce has
or find skilled crafters who—for a price, and when soared, fortunes are being made, taxes are being paid
they can finally get to your order among all their almost joyfully, and “all banners are rising.”
high-piled orders—will make something to your own
custom design. Skilled glassblowers, masons, dyers, Points of Interest
and weavers can be found in abundance, and their
workshops are busy for as much of a day and night as The city holds many sites and citizens of interest, but
they desire them to be. Thay’s economy is bustling and the tharch around it is home to three sites of especial
Tyraturos is its engine that makes things, all manner interest: The Hall of Masks in Ankhur, the Loom of
of things, as well as feeding the realm and preparing Many in Delabear, and the Ring of Wizards on the
most of Thay’s exports. road between Tyraturos and Solzepar.
The city of Tyraturos was once notorious as a filthy,
unpleasant place, but under its last three autarchs
and the current tharchioness and her predecessor,
sewers have been constructed, roads re-laid, and

Chapter 3: Points of Interest 51

The Hall of Masks The Loom of Many

The Hall of Masks is a mansion transformed into a The Loom of Many is a large weavery—a maker of
club; the interior is a dark labyrinth of interconnected patterned cloth—that can produce dozens of nigh-iden-
grand rooms. A few unfortunate stabbings took place tical garments in short order thanks to its many
here, and now those who enter are searched for mechanical advancements; it sells almost faster than
weapons and relieved of them, and hands are loose- it can produce, as shops everywhere in Thay—and
strapped to waists to prevent stranglings. Clients increasingly, all over the Sea of Fallen Stars ports—
may pay one gold piece per visit to don one of the en- hunger to get their hands on “multiple garments
chanted masks that have been collected by the owner alike” to sell.
“from tombs all over Toril” and wander the rooms. The five women who jointly own the Loom have
All who put on a mask are guaranteed to have visions swiftly become very rich, and are using their wealth
that “may entertain, guide, or enlighten as to where to become landlords, buying up seedy local properties
the heart’s true desire may be found.” Some of the and building taller, better housing new on the same
visions are vividly unpleasant, many are puzzling, and sites. They’re certain many of their weavers depart to
one or two have even driven mask-wearers murderous start weaveries elsewhere along the same lines, but
or mad, but most leave pleased, and some depart they don’t care; they’re too busy and too wealthy to
inspired, to embark on expeditions or adventures in begrudge such doings.
light of what they’ve just seen.
The owner goes only by the name “The Seer,” and The Ring of Wizards
says the masks “bear old magics, from realms so long
fallen that they’re forgotten” that the gods use “to The Ring of Wizards is a ring of very realistic stone
whisper to us.” She always obscures her face beneath statues of men in ankle-length robes and pointed hats
one of her many gold-inlaid porcelain masks, and that stands at the roadside about halfway between
speaks with a stilted, almost musical Shou accent. Tyraturos and Solzepar. The statues are far larger
than even the tallest Thayan, but not so tall as to be
giant, and no one knows who erected them. They were

52 Chapter 3: Points of Interest

buried and hidden inside a hill for an uncertain num- Elveirhyadra Haundor
ber of years until an attempt to straighten the road
and do away with a popular local brigand ambush spot A petite, brown-haired, rather plain woman who
resulted in that soil being dug away and the statues possesses scowling brows and a black-irised gaze that
exposed. Upon exposure to the light they spoke, and can become dagger-sharp when she’s irked; a master
that property continues to make them a local wonder. diplomat and actor always in complete control of her
Szass Tam has forbidden Red Wizards or anyone face and voice, who reasons calmly even under intense
else to deface or attack them, attempt to move them, pressure, and seeks to always do “the right thing,”
or cast spells upon them, for reasons known only meaning what will advance her causes and aims in the
to him. Only one statue speaks at a time, and likely long run, not necessarily what will win the moment
only two or three of them each day; for years now, or be the most comfortable or least awkward right
Red Wizards have been stationed in the Ring to note now. Szass Tam speaks to her often in guidance, and
down everything that is said. At first, they sought to she is careful to obey him with diligent care. She sees
keep all non-wearers of the red robes at a distance, so that the High Regent is conducting an experiment in
only they could hear the utterances, but Szass Tam Tyraturos, and wants to aid him in carrying it out, as
publicly decreed they were to “Let all who wish to she genuinely wants life to be better for all Thayans,
hear, hear all they will.” So now, some folk journey to and believes it will be if this endeavor succeeds.
the site, stay for a day or two making notes, then travel Haundor wants more personal freedom and toler-
back home and sell what they’ve heard. Others visit ance for all and hopes that zulkirs and Red Wizards
the Ring on pilgrimages to seek guidance for major will increasingly turn their attention and efforts to
life decisions. exploiting and dominating other lands across Toril,
Some say that Szass Tam himself speaks through and employ “lighter hands” at home; Thay should
the statues, to cozen and mislead Thayans and out- benefit from their energy, not suffer under it, and
landers alike to do his covert bidding. Others believe should rely less and less on slaves (Tam’s undead can
that demons are trapped within, while still others provide any grunt labor for dangerous and distasteful
firmly believe that the statues do not speak at all and tasks). Building social lives and hobbies, and therefore
that this is all just a made-up occurrence. Some recent happiness for Thayans is worthy work that can and
known utterances from the Ring include: should be done, and she’s eager to devote her life to it.

• When the tower falls, your best road ahead shall Heraldry: The badge of the tharch is the Huraun-
be revealed. mmul, or “Peerless Bounty,” and represents the
food and wine produced by this tharch.
• When you see black wings against the sun, it will be
time; hesitate not, then. Roleplaying Elveirhyadra Haundor
Bond: No cause is greater to me than service to my
• The third spell shall reveal all.
• You’ve grown far too accustomed to smiling false- lord, my country, and my tharch.
Flaw: I consider outspoken and rabid adherents of the
hoods; time to believe them not.
• When the night erupts in hundreds of staring eyes, gods to be deluded simpletons at best, or dangerous
fools at worst.
dream no longer; take up your sword and use it. Ideal: Aspiration. We are defined by our goals and the
• Watch for six matched gems, no more and no less. efforts we undertake to reach them.
Quote: “Let us all see more roads ahead, and so find
When you see them, slay without delay. our own way to happiness. Judge others less harshly
• Trust only the silent mage. but obey the High Regent—for his is the guidance we
• In olden days, matched sets of swords were forged need, not each of us seeking to lord over others.”

for good reasons.
• As the realm provides no shortage of fools, always

feel free to expend them.
• The beasts of the ninth world shall reveal the way.
• Six wizards fell, but the seventh, who tricked them

all, hides among us yet.
• Not in rings, but in wands it lurks.
• Ten-and-six poisons shall fail, but one more shall

transform but not slay.

Chapter 3: Points of Interest 53

Shelmazra’s Tour Alaoran

As it would mean the swift death of the infamous Not my favorite trading-stop in Thay, what with the
wayfarer Volo to show his face again in Thay, we had choppy waters always encountered when trying to
to turn to a local guide to get useful-for-visitors infor- reach it and the everpresent fishstink down by the
mation about the cities of Thay. We were lucky enough docks. Be aware that every outlander—and every
to secure the services of one of the relatively few non- Thayan mingling with outlanders—at Havandrar’s
Red Wizards to travel often and extensively in Thay, Haven on Raeldreth is spied on not just then, but
who was willing to share way-lore with us—for a price. thereafter for at least a tenday, wherever they go (and
Our guide is the half-elven merchant Shelmazra of course longer, if anything suspicious is observed).
Hornwyntur, Thayan born, and an influential, rising So prudent merchants who haven’t heaped loyal
member of the Ang Harrad merchant cabal. Elminster governing hands high enough with coin to buy a lack
assures us that while her words set down here may of attention to their dealings confine themselves to
make her seem a terrible snob, she’s by no means as trading with local Thayans in need of, well, everything,
bad as most Thayans of her profession and standing. as Alaoran provides its inhabitants with little more
Here, then, is what Shelmazra passed on to us: than rain, wind, rocks, and fish.
So I stay at the only decent inn, the Amaharthond
54 on Wuldragon Way—it’s the highest-elevation major
street, winding along the very crest of the slope the
city climbs—and meet with local shopkeepers and
traders at its rental meeting-rooms or in the upper
rooms of the eateries east along the Way, which grow
progressively more wretched but also more affordable
as one nears the edge of the city. My rule: if the reek
of fish from the kitchens greets you at the entrance,
turn on your heel and go elsewhere. The best of these
dining-houses is Maeryel’s—it has a royal blue door,
tall triangle in shape, the only such—and also accept-
able are Sarruth’s Table and Balaor’s Blue Goat. Avoid
the taverns; sailors are brawlers and loud, coarse
drinkers. Pray in your rented room; there are shrines
in the tawdry fringes of the city, but no decent temples
to be found.

Amruthar

The Eastern Way is the broadest street through this
city, and retains its name between the city walls.
Wagons can readily turn on it, and it’s heavily patrolled
to prevent anyone stopping a cart or setting up a stall
to sell anything; dolts trying to can expect to be set
upon with whips by the tharchion’s soldiers. And one
can readily see why they do this; in daylight, it’s always
crowded. Half a dozen good, though expensive, inns
front along it, and the best eateries; I dine there but
never seek to sleep, as the rumble of wagons goes on
night-long. Threescore superior shops, but all over-
priced as they’re the first establishments visitors see,
and know it. They’re also the safest to shop at, given
all the patrols.
For a more restful night, seek the Raethruthond (ex-
pensive, but clean and trendy, though they seem to love
mauve shimmerweave tapestries far more than I do) or
the older and shabbier, but quieter Aunuth’s Rest, both
north of the Way on the westernmost of Amruthar’s
two main cross streets: Uolauphant’s Ride. Pass them
and head out to the end of the Ride, and you’ll find the

Chapter 3: Points of Interest

best wagon-rental and hire-stables in the city, side by Bezantur is one of the few cities in Thay to wel-
side: Ralaunthral’s Wheel and Morlah’s Manes and come and cater to outlanders, rather than tolerating
Tails (tasteless cuteness in names is a regrettably and ignoring them. This can be seen in the friendly
widespread failing, these days). attitudes of its shopkeepers and in a tangible way:
Next to the Rest is a bathhouse, Rhaena’s Manypet- arkuls. Arkuls are purple banners on poles that have
als, that scents its waters delightfully and welcomes oil lanterns perched atop them that illuminate the ban-
non-humans rather than merely tolerating us as some ners in dark times, usually located in streetmoots. The
places do. It provides the nose with some relief from banners display a circle of holy symbols to many of the
the cattle-stink wafting from the extensive slaughter- tolerated major gods, and have a local courtier stand-
house paddocks north of the city proper. ing under them, who’s there to provide bewildered
If you want to mix with the nobility, governing visitors with directions. Almost all of these pleasant
officials of real power, or the wealthy and ambitious folk—and they are, I’ll give them that—supplement
when you pray, seek The House of Bane Triumphant their poor pay by accepting inducements (bribes, but
on Harrath Street, the other main cross street, to the we Thayans hate that word; always call them “induce-
east of Uolauphant’s Ride. All black stone, looks like a ments”) to recommend specific inns, taverns, jewelers,
castle built to impress with its menace. stables, and local businesses.
The eateries: Alkauth’s Flagon if you want to be I’m not so easily bought, but the local shops that
seen by folk who locally matter; Ordruu’s Welcome most impress me begin with Bethandor’s Rugs,
for a raucous good time (getting a client drunk, for Tapestries, and Blankets (on Shavrath, of course)—top
instance); and Thantil’s Quaff or Bezorlun’s Board quality and understated designs that please the
for quieter, downscale just good food at a good price eye, not shouting one’s gaze into submission, and
(Thantil’s is the more private, if you want to talk about Bethandor stocks some very large pieces, where other
sensitive matters). places must custom-order, so you wait. A place not to
Amruthar has a good array of wares and plentiful be missed is Taltyn’s, a gnome-run shop that carries
moneylenders, if you take the time to hunt them down. small, metal household gadgets like coffers that hide
All in all, one of the better minor cities in the land. daggers in their outer surfaces, and wheel-striker
tinder boxes for lamplighting, and swivel-trios of
Bezantur hand magnifying glasses, and rooms of similar stuff. I
always buy some of their tiny pliers with the chain-cut-
The City of a Thousand Temples remains the center ting blades built in at the joint, and a fold-down clip for
of holiness in Thay for commoners and tourists, holding a torch or wick or candle so one can see what
which is to say it’s not where upperpriests fight behind one’s manipulating. I’m told Bezantur is home to some
closed doors for supremacy and temple policy is good pet shops that run to large serpents and even
decided (that would be Eltabbar), but it’s where one larger hunting cats (lions and tigers), but I’ve never
goes to buy prayers and statuettes and holy water and been—pets are expensive, and I travel so much I’d
devotional jewelry in bulk; the mercantile heart of almost be forced to neglect them.
Thayan religion. I always stay at the block-long, redstone Haelhontorh
Many of the largest, showiest temples stand along ond (old, haughty, and pricey but worth it), but other
the High Holy Way, which is a long, broad, gently-curv- good inns include Sussavrel’s House, Yaraetowers,
ing (northwest to east and around to southwest again) and Miklarra’s Moondoor (very popular with young
street paved with whitestone cobbles. I’m no expert ladies who like posing in the jaws of danger, being
on cobbles, but they crack and crumble faster than the seen with other young ladies, and hiring entertain-
usual darker ones, so repair crews are almost always ments of questionable taste—but it has two much
to be seen fussing with the paving somewhere along it. quieter rear wings for everyone else, who just want
The other major streets in town, from north to decent service and privacy and a good suite of rooms
south, are Tasharaka’s Way, Lorlurduin Lane, and in which to sleep). At the south end of the city are
Shavrath Street, all of which cross over the High Holy many small inns that are little better than oversized
Way, all three bending from northwest-southeast to family homes, varying widely in quality depending on
due east after they do so. Shavrath is where you’ll find the family, but I’m told some of them are astonishingly
all the small, interesting shops “everyone” flocks to, affordable, and sometimes give discounts in return
particularly east of the High Holy Way, and Lorlur- for service (a guest helping re-tile a roof, or reset a
duin’s eastern end hosts most of the noisiest, dirtiest downspout or recaulk a rain-barrel). Some names I’ve
foundries, smithies, and weaveries. Tasharaka’s is heard are Thrammon’s, Belhrin’s, Kauntlann’s, and
more residential, lined with the walled grand homes of Thul Habbadar’s. (There are a lot of folk surnamed
wealthy local citizens—and where you’ll always find a “Thul Habbadar” in Bezantur; it must be one of those
few expensive mansions for rent.

Chapter 3: Points of Interest 55

endless-cousins families—and it’s always pronounced Eltabbar
“THOOL Habbah-dar.”)
As for eating in Bezantur, if you have coin to toss The first city of Thay spends far too much time shout-
wildly, no more expensive a good meal can be found ingly reminding you of its status, I find, in part with
than at Arzarael’s Bower—slow service and everything a lot of heavy-handed “don’t park thy wagon HERE”
is wildly showy, six or seven wait-staff for every dish rules and in part by overpricing everything egregiously,
that’s brought, but the sauces and side-dishes are to but it does host some of the most impressive architec-
die for, and they roast whole beasts with care and six ture in the land. It’s also a city where every hand-patch
different marinades and oils. I find that Arzarael’s is of ground is paved in cobbles; outside the walls of the
for impressing naïve clients, once, and the rest of the compounds of the rich (a few of whom have gardens,
time I’d rather eat with less fanfare and purse-gouging, but not many) there’s not a tree nor blade of grass
at such establishments as Dazzakhar’s and Touzoon’s to be seen. So the place bakes in the sun. Hence the
Table and even The River Eel, which has a dangerous lavish use of pumped, cascading water and unseen-
past as the site of several fatal duels, and so fascinates cellar-mule-turned fans in the larger chambers of inns,
the young who flock there—but if they have any sense high-class eateries, and a few civic buildings.
or tastebuds, stay for the superb cooking. Eltabbar is also a place swept by fads, as everyone
And if you want to be seen to kneel to Bane in the seeks to ape the whims of the powerful, so last season
best company, the temple to do it in is The House of everyone wore brass facemasks in public, the season
The Black Hand, newest and most tasteless of the before everyone waved ornate walking-sticks about
blackstone temples along the High Holy Way (if you as they walked, and this year it’s little bobbing behold-
find judging tastelessness difficult, it’s on the west side er-sculptures dangling from elbow and wrist on fine
of the street, at the north end). chains. And every last one of these fads leaves a resi-
due: each time, a few folk cling to them forever-after,
Bezantur so most gatherings of Eltabbrans look like eccentrics
have been let out of a dungeon, and haven’t dispersed
 yet. Rich, well-dressed eccentrics, mind you.
Eltabbar is a mix of a crossgrid of slightly-winding
The Redheads. Let me hiss out my hate for a moment, but generally north-south and east-west minor streets,
while I find words diplomatic enough… cut through by wider radial streets, radiating out from
Right. They’re our daily oppressors and exploit- central civic buildings (most of them hollow squares
ers, but our shield and backbone, too. Without around courtyards), where of old Red Wizards lorded
them, Aglarond and Mulhorand and the witches of it over cringing minor bureaucrats (these days, Szass
the north and all would sweep down on us and we’d Tam thankfully keeps his wizards busy patrolling
be gone. So we’re stuck with them, for good or ill. Thay’s countryside and on specific missions, not
Mostly ill. I’d much prefer a Thay in which wizards nitpicking the clerical functions of taxation and
took orders from our autharchs, and our autharchs government record-keeping and overseeing grana-
obeyed our tharchions, and our tharchions listened ry-stock rotations).
to the people. I think all that magic burns out the The most important east-west street is Harrival’s
brains of any mage, leaving only rage and ambition Ride, and it’s twice the width of most of them and
and malice. stretches almost the entire width of the city. If you
need to rent a palanquin or coach, the best estab-
—A Shopkeeper who refused to give lishments to do so (providing the cleanest and most
his name, speaking while under the stylish rides) are clustered at the west end of the
Ride; in typically frustating “Elt” fashion, most of the
influence of strong drink, horse-rental stables are clear across the city at the
in a tavern on Thoalanth Street, Ride’s east end.
The major north-south street is in the east end,
Shezind’s Tart crossing all but the southern third of the city, a quarter
of the way west from the eastern edge of Eltabbar.
It, too, is unusually wide, and is known as Old Crypt
Street because its northern end is a necropolis of

56 Chapter 3: Points of Interest

stone mansions that house only the dead—Thayan I’ve ever seen elsewhere), and for real privacy but far
nobles, fallen tharchions and tharchionesses, and Red more spartan—and lower-priced—fare, Szult’s Corner,
Wizards and zulkirs, all in their own personal wag- on Tablakh Street.
on-sized sarcophagi arranged tastefully around the When it comes to shops, Eltabbar has some
ornate, silent, dusty mansion chambers. Of old, this magnificent ones, and if you don’t mind fawning shop
district rang to the nightly-shrieks of would-be tomb assistants and prices thrice what they should be, you
robbers being torn or hacked apart by guards and can truly buy anything in the city. Just don’t expect
monstrous guardians, but these days Eltabbar seems bargains; just breathing seems to cost more in Thay’s
to be running out of reckless idiots. capitol city.
The radial streets are where the best inns, taverns, The local temple to be seen in is The Dark House
clubs, and eateries are all to be found, and there’s a of Tyranny, on The Way of Arduskan. It’s huge and
glittering array of them, for those with coin to melt hulking, you can’t miss it.
in their profligate haste. I’m not such a person, and
so avoid most of them, though I have been inside Escalant
Luth Murleph’s Pride, a gambling club known for its
debauchery for hire, extensive wine cellar, and habit of Too often forgotten or even seen as “lesser” by other
draping everything in rich deep purple draperies and cities of Thay (following the lead of the Red Wizards,
tapestries, with matching carpet everywhere underfoot. who disdain it along with the rest of the cities in the
It stands on Miirathoyor’s Lane. Around the corner tharch of Lapendrar; in turn, all of these cities disdain
on Murbekh Street is the Kalvondrel, the club for Red Wizards whenever they can do so yet retain their
utterly wanton revelry, but the jests about its patrons skins), Escalant is one of my favorite port cities to visit
unexpectedly growing rare skin-molds wore thin many and trade in, second only to Nethjet (as devices and
ailments ago, for we prudent folk. innovations fascinate me and kindle my trading-lust).
My favored inn is the old, dimly-lit, quiet and cozy Escalantrans know how to party, and every third
Elvurturhond on Lyontul Street, but some swear by or fourth day, all the year round, seems to be a
the haughtier and far more expensive Szeltothur’s local festival for potters, or tavern-dancers, or those
Welcome, on Rendrel’s Ride. I dislike loud fountains sport fisherfolk who land record-large fish, or tem-
of overly-scented water, and echoing chimes, and so ple-lantern-carvers, or tomb effigy figurine polishers,
avoid it and all of the folk who patronize it, who are of or someone. It’s all an occasion for piping music,
the gaily-laughing-at-all-hours-to-show-how-rich-and- dancing, drinking, and standing up on tavern-tables
carefree-they-are ilk I detest. to declaim hilariously bad poetry. If you know a
Eltabbar has many local alehouses for commoners hopelessly-bad bard or minstrel, this is the city for
to wearily drink in, and even a few justly better known them, they’ll fit right in. This is one of the few places
taverns like Paeral’s Flying Dolphyn on Tul Street in all Thay where folk don’t look over their shoulders
and The Iron Tankard on Lazzeyelar’s Lane, but I find and keep their voices down for fear of Red Wizards or
them all too noisy and crowded for talking trade, and the spies of the High Regent—because Tam seems to
so take my libations with platters of fine roast boar or ignore it. Outlanders come and go freely, folk in little
cardrauth at the better eateries of the city. backstreet shops cast spells for fees or sell potions
Again, there are haughty and overly priced and scrolls that really work—folk who aren’t Red
establishments like Three Black Plumes on The Wizards and fervently don’t want to be—and there’s a
Street of Seven Statues (where once seven zulkirs thriving black market in goods “liberated” from civic
were sculpted in stone at twice life size, ere someone storage warehouses and granaries, and even Thayan
devised a spell that turned one of them into deadly military barracks.
shrapnel whenever they wanted to slaughter a hefty Not that I would have anything to do with such
number of Eltabbrans , and the few remaining statues shady trade or goods; I like my skin as whole as it is,
were hastily removed) and Ilkryn’s Tabard on The and so come here only to trade with respectable Ch-
Street of Murlanth’s Sorrows, but like most working essentan and Sembian merchants who want Thayan
merchants, I don’t dine to be seen dining. I eat to avoid barley and bulk vegetables at lower prices than they
passing out, and to talk trade with folk I don’t mind can grow them for back home, and in return can sell
eating with. So I prefer The Six Platters on Urtraunt me metals and fine textiles for less than I can buy
Lane, Tranch’s Folly on The Street of the Riven Bell them for via my trading-contacts all over Thay. Many
(superb wine cellar, and they serve black cake to bulge merchants are of like mind, so Escalant is something
for, bristling with more cherries and roast nuts than of a hot trading center, and one of the few places
where outlander bodyguards and mercenaries for

Chapter 3: Points of Interest 57

hire can slip into Thay almost unnoticed, so there’s a Chance on The Way of The Wyverns (myself, I don’t
brisk hiring market for them, too—as most Thayans see the appeal of scantily clad lads and lasses dancing
see such “foreign swords” as the only way to surprise atop the very table you’re eating from, but that’s the
homegrown rivals who keep a close eye on anyone signature entertainment at the Chance).
Thayan for hire. As for major streets: there aren’t any. Every street
So I come here more often than I should, and winds like a drunken snake, and is almost as import-
always stay at The Blue Stag on Thundle Street, and ant as any other street, and the maze they make up, all
drink at The Five-Headed Newt on Pryath’s Lane for taken together, takes years to learn but thankfully lo-
choice, though crowding sometimes forces me to my cals are all cheerfully eager to give accurate directions
second choices: Hulfaer’s Doors inn on Dartrumpet to any outlander or visiting Thayan—unless they’re a
Way, and to drink and dine at The Blood Blazon on Red Wizard, in which case the directions will almost
Bottle Lane. always take the Red Wizard to a particularly smelly
Carousers head for such taverns as Helver’s and rundown back-alley privy, where street urchins
Harpoon on Hyrdrar Street and the Beheaded Behir play pranks.
on Vulantern Lane. The Five-Bladed Bull used to be To be seen at devotions by the wealthy and locally
“the” wild tavern, but it burned to the ground after a socially important and the top Escalantran authorities,
wizard’s duel almost a decade ago, and has never been kneel at The Doors of the Black Lord, on Sam-
rebuilt for fear of the Red Wizards using it as a pretext pranar Street.
for arriving in force to clamp down on local liberties—
being as none of the mages involved in the duel was Murbant
even Thayan, let alone red-robed.
The haughty overpayers rest their heads at The The city of a thousand purple domes is walled, claus-
Irbrandthond inn on Beldrard Street, and dine in trophobic, and easy to get lost in, as just about every
shining and horribly overpriced splendor at Calanna’s street looks like every other street.

58 Chapter 3: Points of Interest

With two notable exceptions: the long, winding, Unlike many other cities in Thay, Nethentans like
wide street known as Tarthant’s Way, where the best their greenery; hanging plants festoon almost every
and the brightest in Thay’s “City of Dirty Underhanded window, and not all of them are handy-for-clipping
Smugglers” work, shop, and trade, and Setsethrar’s herbs for the cook of the household. Nethentir has
Ride, the wagon-way that links all of the important varied architecture, and a lively literary scene—there
warehouses that ring the inner walls of the city, almost are even entire shops here not just of books old, and
all the way around it (there’s a triangular break in the books new, but of chapbooks of poetry!
ring at the south end of the city, where an open market And all Thay knows that Nethentir is the place to
known as the Sakkandar persists as the best place for come to see a play—with no less than sixteen rival
moneylending with blood bargains and no written trail playhouses scattered all over the city, with the four
in all of Thay—don’t break a bargain unless you want oldest and best clustered close enough to glare at each
your throat slit, but otherwise taxes and official notice other around the streetmoot known as The Fanfare,
can readily be avoided). where the major, radial streets of Congaur’s Walk,
Not that I, not being any sort of smuggler, would Thylen’s Lane, Stornpost Street, Ulmur’s Ride, and
know anything about that. No, as a respectable trader, The Salumandurlar all meet. In the angles between
I confine my activities to staying at Thisskim’s House them are all inns or playhouses, with a tavern right
inn or The Alaphthond inn, both on Tarthant’s Way, beside each theater (its entrance being the first door
and dining and making trade deals in the rentable down the street it fronts on).
private dining rooms upstairs at The Emerald Cellar The Fanfare is apt to be noisy even in the darkest
on Brazantur’s Way, or the noisier and less private, but hours of the night, though live music and horn-calls to
with a matchless wine cellar and tasty small appetizer signal the imminent beginning of a performance were
platters galore, Hardarmored Hippocampus Club on both outlawed decades ago, and street loudcryers
Uthscimitar Street. have been recently muzzled by local decree, so I stay
Now if I was a two-fisted drinker, I’d visit the some distance away along Stornpost, at Belvadarnra’s
Staring Eye tavern on Nethembril Lane, with its mock Haven, a ladies-only inn that offers beauty baths
giant beholder’s eye overhanging street sign out front and prohibits paid escorts, where things are luxuri-
and a real, pickled eyestalk in a lit brine-tank behind ously quieter.
the bar, and if I was a real shatter-tankard brawler, However, most visitors can’t wait to take in one of
I’d go to The Mrahout’s Fist on Wulyrabur Street, but the bawdy plays, where catcalling and even throwing
I’m thankfully neither. Nor am I likely to brave the things (squishy missiles, not daggers or lit hand-
low prices but hit-and-miss meals served at that enor- bombs or darts from hand crossbows!) are acceptable
mously popular barn of an eatery The Old Rahanna, or even encouraged. They’re usually staged at The
on Premble Street—where the poorer working half Drunken Lion (the adjacent tavern being the notorious
of Murbant fills their bellies twice daily because it’s Floon’s Fireflagon; don’t pass by with impressionable
cheap and fast. innocents or children) or The Raging Raumathari
Any merchant with more than half their wits knows (next door to Ulkur’s Bench tavern, the cheapest and
not to visit Murbant too often, as the authorities do oldest of the popular taverns).
keep watch, and assume merchants who fetch up Nethentans themselves prefer satirical farces in
amid the amethyst-hued domes too often are too cozy which Thayan nobles or Red Wizards—or both—get
with smugglers. Which means searches and inspec- ridiculed, and there are always a trio of these running
tions and ledger checks and inducements to be paid in at any one time, in the evenings, with earlier-in-the-day
all directions. performances of older, classic comedies (like The Wiz-
So I visit seldom, and go only to my favorite few ard Was Wandering) and tragedies (like Rothzauna’s
places to trade with the same few relatively respect- Choice) at the same theaters.
able local merchants, and make very certain I’m The cleanest and most uppercrust of the four
publicly seen calling on Bane’s favor at The House of oldest playhouses are Thaphonter’s (its adjacent
The Hand, on Tarthant’s Way. tavern is Pulkoon’s Pleasure) and its fierce rival
Dlaezur’s Doors (flanked by The Dancing Duthdragon
Nethentir tavern, infamous for the tasteless jesters it hires to
wait on tables).
Another place where Red Wizards are hated and ham- Many visitors to the city do all their dining either
pered by scrupulously polite but deceitful citizenry, in the expensive dining lounges of the high-priced
who will direct them astray whenever they get the inns they stay at (such as Brenlaur’s on Hazul Lane
chance. Along with Thayan soldiers and civic officials and Yulraph’s on Valmalurth Street), or at the taverns
of all sorts, if a Nethentan recognizes them. that flank the playhouses around The Fanfare, but I

Chapter 3: Points of Interest 59

prefer less boisterous and haughty and high-priced than elsewhere, at a “standard” level of quality. This
dining, that is also more private and suited to talking is done through Jetran innovation, through use of
trade (as there’s a steady appetite all over Thay for cutting jigs and drilling forms (collectively “fabrant”
the fine glass lamps and vessels and ornaments the in local parlance), and assembly lines, so relatively
glassblowers of Nethentir produce, not to mention the unskilled workers can produce corner braces, hinges,
superb Nethentan chairs, tables, and wood panels for lockplates, mending plates, and the like that all have
walls and stair-ends; the carvers Undred and Ilmhrad holes of the right sizes and in the right locations to
Sturlast, brothers, do especially fine work). So I dine function as identical replacements. This has made
at Ungalast’s Fine Cauldron on Dajent Street, or Bal- better housing and workplaces possible for many, not
andur’s Bowl on Evendur Way. At all costs avoid The just in Thay but around the Inner Sea and in places
Three-Headed Ettin dining club at the southern end caravans travel on to from the Fallen Stars ports. This
of Velkroon’s Street, where the food is wretched, the has made the makers of Nethjet quietly rich beyond
drinks blended and much stronger than they should what dukes and kings elsewhere can dream of—and it
be so wild drunkenness is frequent, and the brawls has made meddling authorities who seek to trammel
are often fatal. There’s no truth to the rumor that the such creativity, and tax too heavily, locally detested as
most beautiful ladies can be swept off their feet at the the worst sort of vermin. As the Jetran saying puts it,
Ettin; those beauties are all at home busily writing “Lower than cockroaches. At least I can fry and eat
claws-out anonymous pieces for the more biting cockroaches without fear of the head roach sending
Nethentan broadsheets, like Toranadur’s Torch and an army to take my life for it.”
The Happy Gallop. This underlying anger makes Nethjet a dangerous
When you’re tired of all the drama, Nethentir’s place for the tharchion’s spies or Red Wizards or tax
haughtiest, to-be-seen-at temple to Bane is The collectors if they wander alone, and also for misfits
Most Holy House of The Lord of Darkness, on who damage fabrant and steal wares and create un-
Lorvyn’s Lane. rest among workers; such individuals all too often just
“disappear.” And when Jetran makers and powerful
Nethjet traders aren’t taking care of such nuisances, they’re
feuding with each other—in long-running disputes that
Where its rival Nethentir turns to books, poems, and never really end, and are never really won. Competi-
plays, Nethjet—best-known to merchants like me for tion with a deadly edge, one might call it.
its inky-watered, mildew-reeking canals, that reach So when I come here, I watch my back. I stay at
fingers everywhere in a labyrinth of busy docks and good inns in the best district (the Stride, atop the
warehouses—looks to new ways of doing things slightly-raised ridge that overlooks Lake Umber, home
(almost all of which Thay stubbornly pushes back to the civic buildings and the temples), usually the
against, detesting change like most large countries Alameirthond on Dazarl Lane or Thelvurt’s House on
with centralized power) and especially new devices. Tultryaun Street, and dine at nearby merchant-friendly
“Gadgets,” I once heard Elminster of Shadowdale call eateries like The Crab Platter on Chanzult Street and
them: small fabricated items that hold or manipulate Duthengo’s Den on the Way of Taraghar, who rent out
or store things for you. Useful once you have them. rooms for trading negotiations and can send wine and
Coinbelts that sort coins poured into them, and dis- hotbites to the table-side if you order them.
pense them, quill boxes that eject a writing quill when I avoid the taverns, where scores have a habit of
you slide a button, sharpening the quill as it emerges. being suddenly and viciously settled, but can tell you
Self-lighting lanterns, at the flick of a wheel. That sort from hearsay that the most beloved are “family locals”
of thing. Even aging, conservative Red Wizards and like Havalar’s Talltankard on Tharbanner Street and
civic officials who publicly sneer at these devices own Lhaerivro’s Lantern on Maskadder Lane, as well as
some, and treasure them. When I’m travelling, I wear Multraer’s Hearth right out at the east end of the city
one that many merchants have adopted: a bracer on on the Wayserpent Ride—and the real dives where
my left forearm that stores quills, parchment scraps, bodies pile up under the tables and not just outside
a trade-seal and stamp and spare wax, needles the back alley doors include Barsykkur’s Boots on
and thread, a vial of water, a dabbing-cloth, and a Maersakkhan Lane and the Gelded Unicorn on Len-
tinder-striker. Oh, and a tiny hidden dagger, for those duth Street. In Nethjet, a tavern always serves food,
defend-yourself moments. Too useful to be without, but the quality as well as the breadth of the menu may
once you have one. vary from “Here’s our rat stew—see the rats?” to “I’d
Yet Nethjet has an even more useful side: it’s where actually order that again.”
bolts, and nails and spikes, and corner-braces that tim- The best shopping district for visitors and outland-
bers can be slid into to quickly make a frame, and win- ers is along The Street of Lanterns in the Stride, but
dow-frames, are all made far faster and more cheaply

60 Chapter 3: Points of Interest

Jetrans go below it, to the water’s edge in the Um- lesser targets, after you’re taken down). Folk see you
berside district, where in the muddy alleys and maze have them, and they leave you alone and look for more
of hovels real bargains can be had. Including, I hear, overconfident or poorer folk to accost, instead.
poisons and caged, live snakes, scorpions, and small Having equipped myself for my stay, I depart the
monsters, for those who know who to ask. Eastern Way—which cuts right across the city, but is
The temple to be seen at in Nethjet is its recently- watched by all manner of local spies, seeking targets—
rebuilt holy place of Bane, Talondoors House, on along Orlserpent Street, to where I prefer to rent
The Street of the Holy Ones. rooms: at Harhethur’s Haven, a walled and guarded
stables and carriage-house and inn, with its own
Pyarados eatery (dreadful to adequate, depending on what part
of the menu you sample). From there, it’s an easy walk
Like most visitors to this city, my business is in the to the much better eateries of Harl’s Hothearth on
outer Grimshield, not the inner Bright Heart. Not Mlendil Lane, or Beldur’s Boar House on Skuulmur
with prospectors who’ve struck it rich and have Street. The Hothearth is suitable for trade negotia-
fistfuls of raw gems to sell; such individuals exist, tions, but the Boar House is too noisy, too crowded,
from time to time, but have long since sold out—or and too full of spies looking to sell whatever they
been murdered—before I get there. The Grimshield’s overhear—but the food is wonderful. The Grimshield
a dangerous place even at the height of day, so my isn’t the place to go looking for a wagon or closed
first stop (as I always approach the city from the west, coach or guide to hire; for the former, I go to Istyn
along the Eastern Way) is always just inside the gates, Orlaudhvar of Istyn’s Conveyances on Irburl Lane, and
at the Harlhond inn. Where I rent a room I’ll never for the latter, I always engage Orlaudros Hlyvvyn (who
use, just to be able to call on their yard-guards to keep assigns trusted guides depending on who you are, and
safe my wares and wagons while I go half a block where you want to go).
down the Way to Nlathoud “the Eye” Draevyn to hire I’m not so lacking in sense as to seek out a Grim-
bodyguards (it doesn’t matter if you bring your own; shield tavern—good drink can be had at any of the inns
you need locals, or your bodyguards will just become and eateries I use in Pyarados—but I hear the best
ones are Skarth’s Platter on Thazmran Street and The
Chapter 3: Points of Interest Three-Headed Efreet on Lapramkullet Lane, and one
of the wildest is Arkhuld’s Neck on Dragontail Way—
which is a very long and winding street that worms its
way two-thirds of the way around the Shield, and is
home to all manner of strange shops, notably one that
pickles monster carcasses and uses some preserved
beholders as street-signs out front: Forthyn’s Fellmaw
Remembrances.
There’s also someone, somewhere in Pyarados,
who breeds and feeds up snakes, because you can buy
live ones by the well-ventilated cask—non-venomous
edible varieties like the brown rocksnake and the
Thazarim false viper—from several Shield traders
(I always deal with Oddskull, the jovial half-orc at
Oddskull’s Journey on Darprentar Street).
If you want to be seen on your knees to Bane by folk
who locally matter, the place to do it is in the Bright
Heart: The House of the Tyrant, on The Mountainride.

Sekelmur

The Ang Harrad have interests in this crossroads city,
so I visit more often than I otherwise might; it’s domi-
nated by granaries and wagons, oxen and way-stables,
and has little else of interest. The amenities are
far rougher than most of the other cities I frequent
(though Umratharos isn’t much better), so of the four
inns—one at each gate—I usually stay at the Belathond
nigh the south gate purely because it’s slightly quieter

61

(less traffic to and from Belizir than elsewhere) and drunken nobles behaving badly, what’s the point?
because their beds are a trifle newer and better. Yet (Don’t think you can take advantage of their state to
you may find the Torathond to the north, Zelzora’s to mistreat them; their bodyguards all sit there, bored
the west, and Alavrandur’s to the east little different. and disapproving, waiting to drag their sodden em-
All of them have their own tiresome but adequate ployers safely home.)
dining-lounges, and forgettable taverns stand hard If you need a guide to anywhere in True Surthay,
by each of them, but I prefer to dine upstairs at the ask at the other tolerable inn nigh the gate, The Pride
back of the best eatery in the city: Avalae’s Prospect of Surthay, for Hlantur Ozurlur, and they’ll send for
on Thazant Street. Try their Six Surprises Platter; the him. Pricey but a delightful companion, considerate,
oysters are fiery, but worth it. There is one good tavern and knows everyone “of the True.”
in the city that I know of, and other traders prefer Should your whim or needs take you to Westsulkh,
alternatives to it, so you may find some. “My” good go well armed and in a large party, and either hire a
tavern is Alsrake’s Raised Goblet on Tethlizard Lane. closed coach from Bazhandur Omlarent (Omlarent
They provide fresh sprigs of mint to chew, to clear the Travels on the Foregate), or ask at the bar of the
breath and mouth ere stumbling “home” afire from Flagon for Onstur Vorluth, and expect to pay him very
strong drink. well for disguises and guidance that your life may well
If you need a guide in town, seek Lhyzlyn Luzkund depend upon, so treat him well and try to befriend.
at the Goblet; a sly, flirtatious dog, but he’ll not lead And should you want to be noticed by local nobles
you wrong. If you need a remount, or fresh draft and civic officials of influence and power, your temple
beasts, deal with Dyzcindra Mahlout of Fresh Hooves is The Black Lord’s Door, on The Way of the Wizard (a
Await on Vonthurlen Lane, and if you need a new street used by Red Wizards, so one of them long ago
wagon or coach, or yours repaired, Svandyn Havand- cast a spell that shields it from driving rain, while the
har of Havandar’s Wheels Turning on the Way of the rest of the city gets drenched).
Wind is your man.
And if you’d be seen by the locally high and mighty Szul
being devout before Bane, seek The Towers of the
Tyrant, on Vauntreth Street. Follow your nose; it’s next This is where the exalted of Thay choose to meet with
to a slaughterhouse. lowly merchants when they’ve decided to ascend to
Thaymount for vacations of idle luxury, and don’t want
Surthay to invite unwashed traders into their compounds, nor
yet descend too far back into the world of toil and
I almost never visit this backwater, as there’s nothing stink and the lower classes. So it’s something of a
to trade for here. Occasionally, however, it’s necessary way-stop, but at the same time offers more luxuries at
to meet with some of the nobles in “True Surthay” to even modest establishments then can be found for far
have agreements signed (or more often, to hear their higher prices at cities elsewhere in Thay.
self-serving excuses for their failure to perform their So you can’t go wrong at any of the three inns. I
end of a deal), and on such occasions I stay at one of prefer Helra’s Harathond on Qulshrine Street, but
the few tolerable inns the city offers: the Aemathond you may like Taumalaer’s on Waybanners Way, or the
on Gauros Way, just inside the city gate. Hard by it Paerathond on Immul Street, better. All have their
stands an acceptable eatery and a superb club (one own dining lounges that serve perfectly good fare, but
must purchase a year’s membership but it’s well worth unless the weather is bad, why not go to one of the five
it for the amenities), and I seldom stray far from splendid eateries that line Waybanners? All have large
this tiny slice of Surthay except to depart again, as carved “full platter” jutting-out-into-the-street signs, so
fast as I can. even dullards can spot them.
The eatery is The Plenty of Mulsantir, which de- If you want to talk trade privately, The Soaring
spite its name serves thankfully few eel and fish dishes Wyvern has the best back rooms and the best wine
(I quite like the soft-shelled crabs, though it’s better cellar, too, but if you want to be seen by the most
never to think about what they may have dined on), people and don’t care if you dine in a happy din, The
and the club is Tshamaura’s (pronounced “Tuh-SHAH- Rozaerl is your place. The Morkalyn is the most pricey
more-ahs” and not “Tash-uh-more-uhs,” unless you and attracts patrons hunting for each other’s caresses
want to be thought a truly uncultured outlander). They more than the other places, The Hunting Horn is the
do delightful iced drinks in the hot season, and sugar cheapest and most comfortable family place, and that
confections I could get very used to, year-round. leaves Skorel’s Soond as not too much of anything, a
There’s also a tavern within sight, Duthdance’s balance of all. As I said, you can’t go wrong.
Flagon on Dlool Street, but unless you want to see

62 Chapter 3: Points of Interest

Where you can find disappointment is in the search in Thasselen. Which at least beats goat-herding and
for a good tavern, as it seems the High Regent tired making goat cheeses, their other big thing.
of one too many brawls among drunken servants I like the city, but fear I’d grow utterly bored very
throwing off their cloaks of tension, and closed them quickly if I was ever forced to live here and not just
all. You can get drinks at any of the places I’ve men- make brief, hastening visits.
tioned, but all of them expect you to order something Though it is a busy port, offering the most traffic
to chew and park it like a wagon on the table between to and from the Alaor, it has surprisingly few inns,
you. So do that. eateries—Thasselens seem to prefer to dine at home,
Should you need to rent or purchase a coach, or or at the homes of close friends—or taverns. Yet those
matching draft beasts to make a suitable impression, they do have are clean, spacious, seem new or newly
seek out Ulvur Gokont or any of his daughters at refurbished, and superior to the Thayan norm.
Gokont’s on Waybanners Way. For places to stay, I recommend Hathkongh’s
If it’s a guide to Szul and Thaymount’s mansions Haven on Maerence Street or the Zarundthond on
you need, see Umur Glaskyn of Glaskyn’s Guiding Muranthur’s Ride (which has a tallhedge garden full
Hand on Qulshrine Street. of orange, lime, and pear trees for guests to relax in!).
And if you need any wardrobe repairs or augmen- For eateries, try Belabront’s Haunch on Kalandavur
tations, or scents or face-paints, your man is the minc- Street (despite the name, the menu is almost all sea-
ing, feather-bedecked Ostryn Phandror of Phandror’s food) or Boy Riding Goat on Eltorlabbar Street (goat,
Triumphs on Immul Street. He can even teach courtly goat, and more goat, but they do prepare it in some
dances, if you feel the need. very succulent ways).
It seems that away from public gaze, the lofty of As for taverns, I’ve only been to Borel’s Flagon on
Thay aren’t all that devout, or prefer to use their own Deldusk Lane, but have heard good things about Am-
private home chapels, for Szul offers no decent tem- manastra’s Smile on Maerence Street (don’t expect to
ples, but the best temple to be seen at by local civic see Ammanastra or her smile; it seems she died about
authorities is Bane’s Dark Regard on Helyndrul Street. a century ago).

Thasselen

Another city I seldom visit for reasons of paucity
of trade, though the Ang Harrad are wondering if
it might be a good place to establish a covert “back
channel” for shipments in and out of Thay (myself,
I think that a busier city provides more cover;
Thasselen is sleepy enough for such activity to be
red-robes-obvious).
Yet this walled port city is pleasant enough, and
feels almost in another world from haughty Eltabbar
or squalid Surthay or all the places in Thay where the
Red Wizards watch you disapprovingly. They have Red
Wizards here, to be sure, but only a handful, and they
seem so contented in their debauchery as to not much
care what anyone else gets up to. Citizens here feel
this isolation, and are mostly thankful for it, and have
little interest in traveling to see more of Thay.
And who can blame them? Thasselen is a place of
wide streets that never seem crowded, and statues.
Statues everywhere, lining the streets: humans thrice
life sized and up on plinths, forgotten local officials
staring heroically off into the sky as they proudly
hold up tax-rolls or ledgers that presumably paid for
the statues.
Sculpting statues, and statuettes to be sold as table
adornments elsewhere, is one of the big industries

Chapter 3: Points of Interest 63

And as for clubs: there aren’t any. Or rather, there Taverns in this city are of two sorts: filling stations
are private clubs where they presumably get up to all where exhausted workers and shopkeepers crowd
manner of wild revelry, but nothing that strangers and at benches to get drunk as fast as possible before
visitors can so much as find, let alone be welcomed at. stumbling home to snore, and loud, raucous rev-
If you need a guide to the city, ask at the Flagon for el-houses where folk come to laugh, brawl, tryst, and
Ilkus Bhandras (moustache, catlike knowing smile, make wagers. Your cautious, respectable merchant
preens a lot) and he’ll appear soon enough. Debo- visits neither.
nair but kindly. If you must, I’m told that of the second, noisier
If it’s mounts you need, or draft beasts, see Skultur sort of tavern, a place called The Stag Skull Laughs
Hrezzend of Hrezzend’s Fine Animals on Muranthur’s on Rendrel Street isn’t too bad. If you don’t mind
Ride. And if it’s a wagon or coach, or repairs to either, being deafened, or having someone else’s drink
you want, seek out Azalyn Uldryth on Delnym Lane. hurled over you.
To pray to Bane and be seen doing it by the locally Luckily for me, Tyraturos offers a club with a
prominent and important, go to Blackbanners House, reasonable annual fee that members can rent private
on The March of the Dead (which, yes, leads out of meeting-rooms at, with little fear of overcrowding—
town to a huge garden-like, carefully-maintained cem- and a good wine cellar, to boot. It’s called The Dazed
etery of winding paths and small stone crypt-houses; a Dragon Down, and stands at the corner of Rezild
surprising number of locals use it for open-air covert Street and Taunthorl Lane.
“walking meetings”). It’s also where you can easily hire, by asking at the
front desk, a good guide to the city; just ask for Ezeld
Tyraturos Turraunt. Who is an old, retired civic official and looks
it, but is surprisingly kind, polite, and attentive. He’s
A noisy, always-bustling city, even in the usually dead not the man to guide you to the taverns and the wilder
time of deep night, where many workshops produce delights of Tyraturos, however; for that sort of guide,
things, from chairs to looms to churns to pulleys. And ask for Ozol Vulkym at The Bull And Blade. He seems
of course, endless tapestries, rugs, and bolts of cloth a bit of an alley-dagger bullyblade, and sly.
from the many local weaveries. We ship wagons upon And should you need to buy a horse or team of draft
wagons of them. beasts, or even a mule or a pony, go to Dazant Yard,
I come here often, but get in and get out as swiftly the rather aromatic stockyards on Hurbrakh Street,
as I can. Everyone here seems always in a great hurry, and ask for Oblur Dazant.
to work, work, work themselves closer to their graves. If your needs are for wagons or coaches, or repairs
I think I’d hate it here. to same, seek out Vuldym Chazant of Chazant’s Coach
Smoke often hangs in the air, there are bright mov- Castle, on Dondravur Lane.
ing lanterns and rumbling wagons at all times, and In Tyraturos, the uppercrust “be seen to pray in”
everything seems worn, hastily patched, and grimy. temple is The Hall of the Black Tyrant on Moondown
Which leaves me struggling to recommend any- Street. Its six-adult-humans-tall black double doors
where, though I usually stay at Tlaroarah’s Thond are adorned with welded-on pieces of black-painted
on Askaddam Street, which at least has plenty of hot armor from fallen priests of Bane.
bathwater as well as cold, for soaking away the grime
of a day. I’d not eat at the place, but if your taste runs Umratharos
to huge roast oxen and boar cooked to blackened
and then drowned in fiery red sauces, you’ll be happy Of old a mere crossroads way-stop along the Sur
enough with its dining-lounge. Road on the way to Delhumide, this city is a rising
Better eateries are The Happy Horned Dragon center of crafters making crockery, wagon axles,
on Nlouvryn Lane (a noisy, bring-the-family barn of furniture and decorative wooden railings and panels,
multiple levels and inner balconies; beware youths and sledges and runners for use in high mountain
throwing food from on high), Mulsymm’s Bower on snows elsewhere, too. We make more deals here with
Haeltront Street (haughty and pricey but hushed and every passing month, shipping raw materials in and
superb food), and The Bull And Blade on Surtarpryn finished goods out.
Street (best for merchants, as it’s all alcoves and gen- And fortunately for me, I like the place. Fresh air—
tly-harping strolling minstrels who never sing, so one the breezes are cool, mind, and seldom die down—and
can talk trade without nearby tables listening in). less mud, filth, and crowding than in many older,
larger Thayan cities.

64 Chapter 3: Points of Interest

Major streets include the Sur Road, the Keluthar Taverns in the city seem to be good and very similar
Road, the Way of Serpents (which curves in a great to each other, so slake your thirst in wherever’s clos-
arc across the southern two-thirds of the city, from est. The one where old adventurers go to tell treasure
the banks of the River Thay to the Sur Road as it tales and wave maps about and hire each other to hie
heads east, out of the city), Malambrar’s Ride (running off to beckoning dooms, however, is Halaunt’s Old
south from the Daoloar [“DAY-oh-lore”], the triangular Armor on Huzlepard Lane.
open space where all the major roads meet, midway I’ve only needed a guide in Urmratharos once, to
between the Keluthar and the eastern leg of the Sur find a particular goldsmith, and I hired the saturnine,
Road), and Huthcloak Lane, which winds like a drunk- dapper, might even be the noble he claims to be Orzil
ard through the city north and east of the Daoloar. Thalont, of Thalont’s Fair Journeying on Thrultzar
The best places to stay, though one can’t escape the Street. He has a rival, I must reveal: the handsome
night-lanterns or bustle at all hours, all front side-by- but older and definitely common-born and cynical
side on the Daoloar, three inns out of the dozen-some Toumurr Rhal, of Rhal’s Wise Guidance on Lo-
Umratharos offers (the others are along the Sur and rulaunt Lane.
Keluthar at edges of the city). These three are Irkhann’s If it’s horses or oxen or mules you want, seek out
Thond (edgy; young folk and rakes like to stay here), Razh Ulmarrim at the west in-city end of Sur Road,
Dulkryn’s Thond (family; old, haughty, and priciest); or his rival Mnarlh Hazahr (of Hazahr’s Horses) at the
and the Delathond (quietest and with the most rental east in-city end of the Sur.
rooms, so most popular with escorts and with mer- And if it’s coaches, wagons, or their repair you
chants like me). All three offer superb dining-lounges, need, your lady is Izla Mahantir, of Mahantir’s House
so I seldom go farther to dine, though Thaeltharra’s of Coaches on Malambrar’s Ride.
Delights on Shezluth Street offers lovely drinks and And finally, the temple to be seen in, by the locally
sugary confections I can’t resist. If you or your client prominent and high-ranking, is The Black Flame of
is more the seared-boar and braised whole haunch of Bane on Onstran Street.
oxen sort, seek The Flaming Hoof on Yultora’s Ride.

Chapter 3: Points of Interest 65

CHAPTER 4

Heroes from Thay

T his chapter presents new player options for ears where he needs them most: adjacent to the most
characters from Thay. While it is a land of magic, powerful casters that he does not already control.
it is also a place of rampant loyalism and passion, Special Requirements. A weavebound paladin
and where the opulent mask often obscures the must meet the following requirements before they are
grotesque personality underneath. able to gain levels in this class:

The Weavebound Paladin • Must have an Intelligence score of 12 or higher.
• Must have at least 2 levels in the wizard class.
Thay is most certainly a magocracy, but that is not to • Must have a powerful patron (minimum Challenge
say that divine power isn’t acknowledged. In fact, this
couldn’t be further from the truth: Szass Tam has, as Rating of 20) such as a demon lord, a zulkir, or sim-
he always does, gleaned methods by which to pervert ilar, and that patron must not be currently bonded
a resource that he don’t own so that he can bend it to to another weavebound paladin.
his own nefarious ends.
A weavebound paladin draws power from their Tenets of the Weavebound
god—almost always Mystra, but worshipers of Shar,
Oghma, and other Faerûnian deities of magic exist A weavebound paladin is terrifyingly powerful force
as well—and binds that energy into their martial of magic and faith in the nation of Thay. They channel
pursuits. They have been irrevocably changed by their their god into their own arcane works, and in turn use
far-reaching dreams of conquest and their loyalty to those combined energies to promote the glory of Thay
Red Wizards and the greater glory of Thay itself. The above all else. To see arcanists of Thay succumb to
raw power of the Weave, the fundamental arcane fab- doubt is treason; to learn that a wizard of Thay, Red
ric that powers all magic across the Forgotten Realms, Robed or otherwise, has fallen to an outlander is akin
courses through the paladin and provides the lens to hearing a declaration of war from that outlander’s
through which they perceive the world. The protection home realm. The weavebound paladin is part of
and promotion of magic is their sworn goal, and they the Weave, and their god is a part of them. Their
will go to any length to achieve it. tenets are direct:
Finally, and perhaps most importantly, a weave- Preserve the Art. The Weave is a powerful but del-
bound paladin is bound not only to the glory of Thay icate thing. Its existence is sacred, its power exquisite,
but also directly to a single zulkir. The secret of creat- and it must not be undone.
ing a weavebound paladin was until recently known Glory to the Weave. Your mission is to preserve
only to Szass Tam, but others around the realms—no- the Weave at all costs. Even your own life is insig-
tably the Blackstaff in Waterdeep and Zulkir Dar’lon nificant when compared to the need to keep the
Ma of Mulmaster—have begun to craft their own eternal pattern.
versions of this path. Still, there are those wary few Might is the Only Power. Only those that can bend
across the Sword Coast and beyond who believe that the Weave to their will are truly capable of leading.
Szass Tam merely leaked a corrupt version of the rit-
ual into the world so that he might have more eyes and Oath Spells

66 You gain weavebound spells at the paladin
levels listed.

Chapter 4: Heroes from Thay

Weavebound Spells Increased Resistance. The creature has advantage
on their saving throw against this effect.
Paladin Level Spells
The mantle lasts for a number of rounds equal to your
3rd bane, heroism Charisma modifier (minimum 1). Once your mantle
is active, you may sacrifice an unused spell slot as a
5th augury, Nystul’s magic aura bonus action; if you do, the mantle’s duration is ex-
tended by a number of rounds equal to the level of the
9th enemies abound, glyph of warding spell slot sacrificed in this way. Once a mantle’s effect
is used, it ceases to exist immediately.
13th compulsion, Mordenkainen’s pri- When you reach 18th level in this class, your
vate sanctum mantle covers a number of allies within 30 feet of you
equal to your Charisma bonus (minimum 1) and the
17th circle of power, legend lore following mantle options are also available:

Channel Divinity Options Limited Immunity. If the spell is of 3rd level or less,
the creature is immune to it.
When you take this oath at 3rd level, you gain the
following two Channel Divinity options: Spell Turning. The creature may sacrifice an unused
spell slot and make an Intelligence saving throw. If
Arcane Armor. You can use your Channel Divinity as they are successful, the spell is turned back upon
a reaction to provide yourself or your patron with its caster and no longer has any effect upon the
a defensive boost. If you do, you may choose to wearer of the mantle.
increase your armor class, or that of your patron,
by +6 versus a single magical spell, effect, or attack Crafting the Pattern
(including one made with a magical weapon).
Starting at 15th level, you may enact a ritual that
Woven from Faith. You can use your Channel Divinity requires you to spend a full day fasting, meditating,
to create a spell component worth up to 50 gp and praying. Upon completion of this day, you may
times your paladin level. This spell component lasts temporarily lose a number of paladin levels equal to
until consumed or until one minute has elapsed, your Intelligence modifier (minimum 1) and in return
whichever occurs first. Selling this item or using it gain that number of wizard levels. Until you reverse
in a duplicitous manner rather than consuming it this ritual by spending a full day fasting, meditating,
as part of a spell you cast may draw the ire of your and praying on this matter again you gain no experi-
god and patron. ence, you can’t attune to magical items that you didn’t
own prior to enacting this ritual, and you can’t learn
Weaver’s Mantle any new spells, nor can you regain spent spell slots.
No magic, not even wish, can swap these class levels
Beginning at 7th level, you can manifest an aura of permanently.
pure Weave energy. When you manifest this aura, You may use this ritual once per month and doing
choose a school of magic and a creature to receive so requires you to expend 5,000 gp worth of rare and
your mantle; you must be able to perceive this exotic spell components such as a hair of the tail of a
creature, and this creature must be of size Medium tarrasque, a sphinx’s riddle in a bottle, and the pinion
or smaller. When a creature wearing your mantle feathers of an ancient pegasus.
is targeted by or would be affected by a spell from When the ritual is reversed, your paladin and
the chosen school, they must choose one of the fol- wizard levels revert to their normal levels.
lowing effects:
Weavebound Paladins Outside of Thay
Arcane Sustenance. If the creature is successful in Weavebound paladins are almost exclusively found in
making their saving throw (if any) against the spell Thay and are bound to the zulkirs. But this isn’t to say
or effect, they may then use their reaction to make that they can’t exist elsewhere in the world—in fact, it’s
an Intelligence (Arcana) check; the DC of this check entirely possible (and somewhat likely) that they can be
is equal to the spell’s DC. If this is also successful, located elsewhere, especially where powerful arcanists
they immediately regain one expended spell slot might be found. However, it’s also possible that those
of a level no higher than your Charisma modifier weavebound paladins that grow their powers outside of
(minimum 1). Thay are doing so using a corrupt version of the ritual
that Szass Tam created, and may actually be sleeper
Delayed Effect. The spell’s effect takes place at the be- agents for that terrible lich…
ginning of the creature’s next turn. This only effects
the creature with the mantle; any other creatures
affected by the spell receive that effect normally.

Increased Effect. The creature receives an extra
50% of the spell’s effect. Non-numerical effects
aren’t increased.

Chapter 4: Heroes from Thay 67

Avatar of the Arcane

At 20th level, you may consult your own path through
the Weave in order to realize your most potent form:
that of an empowered golem, blending your mortal
form with the raw power of the weave. You pull and
tug strands of the Weave itself to create an arcane
carapace that surrounds you and grants the following
powers and abilities:
• You gain all the mechanical abilities and traits

of an iron golem, including its size unless you
are already larger. Your stats replace those of
the iron golem.
• You are not constructed of iron, but of solidified,
raw essence of magic.
• While in this form, you don’t require air, food,
drink, or sleep.
• Instead of the iron golem’s Fire Absorption feature,
you have the following feature:
Force Absorption. Whenever you are subjected to

force damage, you take no damage and instead
regain a number of hit points equal to the force
damage dealt.
• Instead of the iron golem’s Poison Breath feature,
you have the following feature:
Force Breath. You exhale a mighty wind infused with
the raw essence of magic in a 15-foot cone. Each
creature in that area is knocked prone and must
make a DC 19 Strength saving throw, taking 45
(10d8) force damage on a failed save, or half as
much damage on a successful one.
This effect lasts for one minute, and once used
it can’t be used again until you have completed an
extended rest.

New Magic Option:
Circle Magic

The practice of communal spellcasting isn’t original
to Thay, nor is it exclusive to this region. Having origi-
nated with ancient civilizations that predate Thay, the
Witches of Rashemen, and even Netheril, circle magic
provides a method by which a group of spellcasters
may pool their resources in such a way that the even-
tual effects are manifested at an incredible level, but
also so that Mystra’s will and command of the usage of
the Weave isn’t truly violated. Where one practitioner
of the Art may be mighty, together a group of circle
casting mages are nigh unstoppable.

68 Chapter 4: Heroes from Thay

Becoming a Circle Caster Circle Casting & the Forgotten Realms
The nature of circle casting as it exists today isn’t iden-
Circle casting is a powerful practice, and the secrets of tical to what it once was. Due to decades and centuries
its usage are jealously guarded by Szass Tam. A Red of tinkering and meddling with arcane formulae, it has
Wizard that possesses the Thayan circle caster feat become an inherently evil act: it drains power and vitae
may participate in the practice of circle casting. Even from those that not only participate, but also the land
so, the blessing that Szass Tam bestows upon the wiz- and the creatures near the center of the casting en-
ard may be terminated at any time, which immediately deavor. Furthermore, this practice requires the personal
rescinds this ability—and in fact, may outright destroy blessing of Szass Tam; to say that this would be a chal-
the wizard in a mighty pillar of magical power, if Szass lenge for heroic adventurers to achieve is a dramatic
Tam so desires it. understatement, to say the least.

The Practice of Circle Casting decides what to do with the channeled spell slots and
the desired effect from their own ritual manifests
At its core, circle casting is an evolution of the practice immediately.
of ritual casting. Modern rituals are performed by a Starting a Circle Cast Ritual. You may initiate a
single spellcaster, who spends at least 10 minutes circle cast ritual if you have both the Thayan circle
reciting their spell and using their reagents as they caster feat and Szass Tam’s blessing. When you decide
perform the complex steps of the spell. Circle-cast to start a circle cast ritual, you are serving as the focal
spells take this base concept and ramp it up in a point for the ritual. This does not necessarily change
manner that is clearly Thayan: it is ostentatious, it is the spell’s effect, range, target, or other variables.
greedy, and it is powerful. You must have at least 2 other Red Wizards with the
Each practitioner of the Art that wishes to partici- Thayan circle casting feat in order to start a circle cast
pate in the practice of circle casting must be an active ritual. As you perform your ritual, you:
circle caster. They gather in a manner that leaves
them no more than 20 feet distant from all of the • Choose one spell that you have prepared to be your
other Red Wizards that are participating in the ritual. circle casting spell. This spell consumes your high-
The Red Wizard that is performing the circle casting est-level spell slot, which must be equal to or higher
ritual stands in the center of the gathering, while each than the level of the spell. This spell does not need
of the other participants performs a 10-minute-long to be a ritual spell and does not become a ritual
ritual, or longer if the central Red Wizard’s ritual spell by virtue of using this ability.
would take more than 10 minutes, in which they chan-
nel their spell slots into the Red Wizard in the center.
Upon completion of the ritual, the central Red Wizard

69

• Must perform your circle cast ritual for 10 minutes • Fully open yourself to telepathic communication
or the standard casting time for your chosen spell, with Szass Tam, even if you are on different planes
whichever is longer. of existence.

• Fully open yourself to telepathic communication • May not take any actions or movements.
with Szass Tam, even if you are on different planes • At the beginning of each minute that you spend
of existence.
within the ritual, your highest-level spell slot is de-
• May not take any actions or movements. livered to the focal point. If you have no spell slots
• At the beginning of each minute that you spend remaining, you instead gain one level of exhaustion.
• If a Red Wizard is rendered unconscious or killed
casting your ritual, you gain spell points from each during their participation in a circle cast ritual,
Red Wizard participating. For example, if you all other participants gain one level of exhaustion
gained three 5th-level spell slots, you would gain unless they succeed on a Constitution saving throw.
15 spell points. These spell points are expended at The DC for this saving throw is:
the end of the ritual, and any unused points are lost.
• Unlike the other participants, if you run out of spell DC = 8 + level of spell being cast +
slots you do not gain levels of exhaustion. focal point’s spellcasting modifier +

Participating in a Circle Cast Ritual. You may par- focal point’s proficiency bonus
ticipate in a circle cast ritual provided that you have
both the Thayan circle caster feat and Szass Tam’s The Vile Cost of Circle Casting
blessing. You may take no other actions or movements
for the entire duration of the ritual. While performing As with anything that Szass Tam touches, the practice
in the ritual, you: of circle casting has become inherently corrupt.
Upon the completion of a spell cast in this manner,
• Must perform your circle cast ritual for 10 minutes several effects manifest in addition to anything the
or the standard casting time for your chosen spell, spell creates:
whichever is longer. Blasted Hellscape. The land surrounding the focal
point of the ritual is turned into a blasted, lifeless
hellscape. The range of this effect is equal to the

70 Chapter 4: Heroes from Thay

combined level of all spell slots gathered in the ritual Shred the Weave. This dangerous effect costs 200
times the focal point’s wizard level in feet. spell points. When purchased, the spell becomes a
Weaverend. Due to the extreme amount of energy living spell and instantly kills each Red Wizard that
that has been channeled in the ritual, each spellcaster participated in the circle cast ritual unless they suc-
that participated in any portion of the circle cast ritual ceed on a DC 24 Constitution saving throw as Mystra’s
has their Intelligence score reduced by 1d4 points fury courses through them.
and their Constitution score reduced by 1d4 unless
they succeed on a Constitution saving throw. The New Feats
participant dies if their Intelligence or Constitution is
reduced to 0. Otherwise, the reduction lasts until the The practice of Thayan circle magic has led to the cre-
participant finishes a short or long rest. The DC for ation of several new feats:
this saving throw is:
Circle of Duplication
DC = 8 + half of the total spell points
gathered by the ritual Prerequisite: Thayan circle caster feat, ritual caster
feat or ritual caster class feature
The Effects of Circle Casting
When you serve as the focal point for a Thayan circle
Once a circle cast ritual is complete, the focal point cast spell, you may attempt to manifest your spell’s
needs to determine what to do with the spell points effect twice when the ritual completes. If you do, the
that they have gathered. The focal point may purchase spell’s base DC is half of its normal value, determined
multiple effects, chosen from the following options: after all adjustments from your ritual are compiled in.
Enhanced Destruction. One of the spell’s damage You choose new targets for the duplicated spell.
dice is automatically set to its maximum value.
This effect costs a number of spell points equal to Circle of Hunger
half of the value of the die chosen (e.g.: a d6 costs
3 spell points). Prerequisite: Thayan circle caster feat, ritual caster
Extend Range. The spell’s range is increased feat or ritual caster class feature
by 50 percent.
Grant Advantage. If your spell requires an attack When you serve as the focal point for a Thayan circle
roll, you may grant yourself advantage on a single cast spell, you may attempt to siphon additional en-
attack roll by spending 10 spell points on this effect. ergy from each caster other than yourself participating
This effect may be purchased multiple times. in the ritual. This decision is made at the end of each
Impose Disadvantage. Anything included in the minute that you spend casting your ritual, and once
spell’s effect has disadvantage on their saving throw made each caster other than yourself automatically
against the spell’s effect(s). This option may only be loses their highest-level unused spell slot unless they
chosen if at least one 8th-level or higher spell slot was succeed on a Constitution saving throw. The DC for
consumed in the casting of the ritual, and costs 10 this saving throw is:
spell points.
Manifest Essence. For every 5 spell points that you DC = 8 + your spellcasting modifier +
use to purchase this effect, you manifest one magic your proficiency bonus + the number of rounds
missile that deals 1d4 + 1 points of force damage to a
target of your choosing. in this ritual that you’ve used this ability
Modify Duration. The spell’s duration is extended
by an additional 50 percent. If you use 40 or more A spellcaster that fails this saving throw and has no
spell points to purchase this effect, the duration spell slots remaining falls unconscious and is no
becomes 7 days. If you spend 100 spell points to longer able to participate in the current circle casting
purchase this effect, the duration becomes permanent. effort. Any spell slots lost by the circle casting partic-
Raise DC. The spell’s DC is increased by 1/4 of ipants may be used by you in your ritual’s final effect,
the spell slots used to purchase this effect. and the original caster regains spell slots lost in this
Sculpt Spell. You may exclude a single target manner when they complete a long rest.
from your spell’s area of effect. This effect costs
30 spell points. Thayan Circle Caster
Shape Spell. You may adjust the shape of your
spell to a cube, cone, sphere, or spray. This effect costs Prerequisite: Intelligence of 18 or higher, Red Wizard
40 spell points. of Thay with 8 or more wizard levels, must have
received a unique arcane blessing from Szass Tam,
ritual caster feat or class feature

You have been blessed by Szass Tam himself and have
become a conduit for enhanced arcane power. You
may participate in Thayan circle casting.

Chapter 4: Heroes from Thay 71

Thayan Backgrounds in Thay. You are both drawn to that mystery as well as
repulsed by it, because once you discover what gave
Characters that hail from Thay aren’t necessarily evil. you your scars, you can never unlearn it.
They, as with characters from any other land, are
defined by their actions and their free will. However, Skill Proficiencies: Survival, and choose one from:
certain backgrounds are only available to those that Arcana, Athletics, Intimidation, Persuasion, Stealth
began their heroic journey in this evil place.
Languages: Deep Speech
Blank Slate Tool Proficiencies: Disguise kit or thieves’ tools
Equipment: A Thayan trinket, a locket that contains
The first thing that you can remember of your life
is emerging from the ruined laboratory. You were in a small portrait of an old person that you don’t recog-
agony, mentally and physically, and to this day haven’t nize, a small glass vial with what appear to be shed
discovered anything about what caused you to be skins (snake, insect, or other similar creature), a
fancy signet ring, shredded clothes (noble’s, sailor’s,
72 or soldier’s), a shovel, and a small cedar box that
contains 14 gp. The coins are at least 60 years old.

How Did I Get These Scars?

Upon emerging from the ruins you either saw your
scars in your reflection or someone pointed them out
to you. What are they? Where are they located? Do you
really want to know?

Location of Scars

d6 Command
1 Across your face and cheeks
2 Covering your arms
3 All across your legs
4 Haphazardly across your back
5 Encompassing your chest
6 Marring your hands and wrists

Type of Scars

d6 Command
1 Dozens of small, perfect circles
2 A series of deep slashes that have rudely healed
3 The faint remains of medical stitches and staples
4 Deep purple tissue that is intensely itchy
5 Bright white, old scar tissue that is always warm
6 Gibberish arcane runes that occasionally

weep green fluid

Feature: Starbonded

When you are presented with an aberrant creature’s
natural form, you instantly recall some esoteric bit of
lore about that creature. Usually, this information re-
gards the creature’s favored diet or habitat, but on rare
occasion you may know that creature’s name. When
this effect is triggered, your scars grow slightly larger
or more numerous. If this effect is triggered because
you saw a starspawn creature, you feel both kinship
and intense revulsion.
Your DM might rule that this effect may only hap-
pen once per day, or that the information only comes
to you when you next fall asleep.

Chapter 4: Heroes from Thay

Expatriate Mage Feature: Student of Evil

You, and others, were being tutored by a zulkir’s You are familiar with the Zulkir that you trained
trusted advisors. As a fledgling Red Wizard, you were under, and know the information presented in their
destined for greatness should you survive your train- description elsewhere in this supplement. You may
ing. You experienced a great many things during your not have spent significant time with them directly as
classes, though, and slowly you were the only person your training was primarily handled by their advisors,
left in your training class. When you found out what but your awareness may open (or inadvertently close!)
happened to your classmates you were left with more doors when speaking with other people, especially
questions than answers, and ultimately decided that adventurers, merchants, and nobles. Similarly, the
the sacrifices that Thay requires just aren’t worth your Zulkir may have a bounty on your head for your safe
time and effort. You abandoned your training, possibly (or otherwise) return.
forsaking the path of magic altogether, and swore that
you would only return to mete out justice for all the
wrongs you witnessed.

Skill Proficiencies: Arcana plus one other
(your choice)

Languages: Choose any two
Equipment: A Thayan trinket, a ruined

spellbook that once belonged to one of
your peers, a scroll tube that contains four
preserved humanoid eyeballs, a necklace with
a trio of tiny crystals that have been woven
together with silver filigree, asset of traveler’s
clothes, and 20 gp.

The School of Sacrifice

What did you give up in order to enter tutelage? What
concessions did you make to stay there?

Sacrifices and Concessions

d6 Command

1 You had to give up your family; they were disap-
peared by the zulkir’s enforcers, but you entered
into your education for free.

2 As you became close with your peers, they were
removed from class. You never heard from them
again, and the administrators didn’t recognize
their names or descriptions when you inquired.

3 You had to give up part of your eternal soul.

4 You had to accept part of the zulkir’s soul into
yourself. You have no control over or communi-
cation with this fragment, but its presence mars
your existence.

5 You had to swear an oath to Thay upon pain of
eternal torment, and you’re convinced that actions
taken against Thay would result in excruciating
retaliation.

6 You willingly accepted a curse that causes you to
lose your memories if you act against Thay. You
have no idea how much you’ve already forgotten.

Chapter 4: Heroes from Thay 73

Thayan Deserter A Step Too Far

You were a soldier in the Thayan army, beholden to Before you decided that enough was enough and aban-
a Tharchion, Tharchioness, or Zulkir that sought to
deploy you against the enemies of the magocracy. doned your post, you were commanded to perform
Over time you grew to question your orders, quietly
at first and then more loudly. One way or another you one questionable activity after another. The memory
deserted your post and abandoned your commission.
The memories of the atrocities that you were party to, of the final command haunts you to this day.
or that you committed, echo in your mind to this day.
The Final Command
Skill Proficiencies: Choose two from among
Athletics, Medicine, Perception, Survival d6 Command

Tool Proficiencies: Choose one type of gaming set 1 Your discovered your commander was magically
and one vehicle charming other members of your platoon. When
you voiced concern, you were awarded a promo-
Equipment: A Thayan trinket, Thayan citizenship tion and removed from field duty.
papers, a memento from a member of your platoon
or commander (Tharchion, Tharchioness, or 2 After several weeks of raids that left caravans
Zulkir), a small booklet of Thayan propaganda, destroyed and their supplies completely raided,
and a pouch containing 10 gp. you found the raider’s lair. Upon discovering that
the raiders weren’t quite adults, you were told to
recruit them or to let the necromancers do it.

3 You had guarded the tollhouse for several mostly
uneventful months near the distant border. One
day while inspecting a wagon, you found it was
full of children who were being smuggled out of
Thay while their parents stayed behind, so the
children might have a better life. Their plight
resonated with you on a deep level.

4 War is terrible for many reasons, but you’ve been
unable to reconcile your bloody actions against
the reasoning that your commanders kept
presenting.

5 Your unit was always assigned to clear the
battlefield. The aftermath became too much to
bear, and the dead seem to be getting younger
and younger.

6 After being told for years that the outside world
was filled with monstrous people, you were
shown kindness after sustaining a life-threat-
ening injury. Their openness has caused your
perceptions to shift.

Feature: Heart of Darkness

Those who look into your eyes can see that you

have faced unimaginable horror and that you are no

stranger to darkness. Though they might fear you,

commoners will extend you every courtesy and do

their utmost to help you. Unless you have shown

yourself to be a danger to them, they will even take up

arms to fight alongside you, should you find yourself

facing an enemy alone. (This feature originally ap-

peared in Van Richten’s Guide to Ravenloft.)

74 Chapter 4: Heroes from Thay

Popular Thayan All-gender Popular Thayan Female Popular Thayan Male Most Popular Thayan
Given Names Given Names Given Names Family Names
Ahlund Amma Adjalar Amru
Baezr Apharra Baerkoun Azanth
Desz (“Dess”) Baraed Dulvur Gaddanth
Eluphond Faej Evdyn Hondur
Javvath Gazornra Jarand Hone
Laed Gorra Joront Ilmram
Laetamm, Laetan Haethe Koenar Ilvur
Lavvak Imsrae/Imsra Kultuul Kalist
Ohjo Indra Malkom Kadorn
Orbral Jessa Manthur Lorkhuul
Qeldyn Kaele Morrakaur Meilor
Qes Kalva Navrant Morgast
Rarm Olone/Olorne Oskral/Oskrul Nurmarl
Rararru Phondra Parlrend Presqur
Sylru Taela, Taelra Qinndur Qilhurth
Taerith Talgem Ruz Quaund
Tammadanth (“Tam”) Uoumra Skoum Sulkoond
Tarou Vraeya Talat Tartram
Tazza Yalakra Vrayd Tjassim
Yand Zobeia Zuskar Ulgast

Thayan Equipment Spell Scrolls

Treasure acquired in Thay may hail from anywhere, The scrolls often take the form of an elongated triable,
but the pride of all Thayans may well dictate that so that they come to a point at the bottom when
the item was locally manufactured. As discussed unrolled and resemble in shape the banners used in
elsewhere in this book, Thayan metalwork is highly the Vilhon Reach and Lake of Steam regions. These
sought after and features indicative qualities, but this scrolls are treated to resist fire, heat, and long-term
is not the extent of their customized works. desiccation; these treatments make them a deep
golden-brown in hue and aren’t magical in origin. For
Potions easy readability, symbols and words written on them
to convey spells are red-hued and bear elegant accent
All Thayan potions are thick like syrup. This is due marks. Thayan spell scrolls are often written with inks
to the vegetable oils that they use during the brewing that include the blood of the scribe mixed with flecks
process. The thickened nature helps to keep the of Thayan-mined copper or silver.
potions from breaking down in the often extreme
and prolonged hot weather. Port Nyanzaru

Skaerath 

Across Thay, Red Wizards make use of standard I heard a priest of Kossuth praise them once, but
carry-kits of material components for commonly-used outlanders have strange ideas. The traders hereabouts
Red Wizard spells. Known as skaerath, these trust their scrolls and the daggers they sell that can be
oval-cornered, rectangular leather cases are about commanded to glow like a lantern, or go dark again;
as long as an adult human forearm, half that wide, the one doesn’t rot, and the other doesn’t rust. Yet
and half as deep as wide, that fasten with many bone other traders who sail here revile them, and avoid
toggles through leather-thong loops. They have broad them whenever they can, and speak of them as spies or
back-straps for fastening to belts, but are customarily worse. They’ve never been less than polite to me, but
worn with over-one-shoulder baldric straps to hang at then, they want to buy the spices and the wines and the
hip, and are black, emblazoned with a circle of eight bars of purest smelted metal I sell. So I smile, and they
scarlet wisps of flame (representing the zulkirates). smile, and we do business. But they are not among
Any Red Wizard can commandeer a replacement those I’d turn my back on.
skaerath, in the same fashion as they’d procure a
replacement mount, from stores kept ready at any —Chonzra Uday,
Thayan fortress, barracks, naval base, civic govern- Harborsar Trading House,
ment building, and Red Wizard compound gatehouse.
Old City
Chapter 4: Heroes from Thay
75

Weapons Thayan Trinkets

Superior Thayan swords, enchanted or not, almost d20 Trinket
always have grips made of polished stone, most
commonly turquoise or jade, and are capped at their 1 A brilliant red velvet pouch filled with
ends with brass fittings. They rarely bear wire- or hide- bright blue sand
wrapped handles. Common Thayan adornments are
stylized snake heads with their jaws open and fangs 2 A gilded goblet with gaudy but fake gems
bared, or ragged leaping flames with the tongues of
those flames pointing at the tip of the blade to sym- 3 A wooden walking cane shaped like a stork
bolize the power and favor of Kossuth. It is a common
practice among Thayan smiths to cap the pommel of a 4 An ornate key for an unknown lock with the head
weapon that is intended to be enchanted with a large fashioned into a leering skull
gem, but only if they are certain that such a fine work
will be retained by a Thayan national. 5 A 6-inch bronze statuette of a Loxodon bear-
Thay’s slavekeeping history led to the development ing a spear
of a supposedly non-lethal weapon now used by many
Thayan gateguards and houseguards to drive off 6 A small spool of very fine and flexible silver wire
would-be intruders when they want such undesirables
to stagger away bleeding rather than end up as (incon- 7 A bottle of purple ink with a stamp in the shape of
venient to explain or dispose of) corpses: the goad. a rearing horse
Goads are ten-foot-long (or shorter) whips tipped
with a pointed-both-ends metal “finger” or a tiny grap- 8 A pendant fashioned in the shape of a scale with
nel with sharpened points. A goad does 1d6 slashing an equal number of coins on both sides
damage and has the finesse and reach properties, but
unlike most whips, goads cannot coil around creatures 9 A black hairpin made out of some unknown but
or objects to entangle or grapple them, even if tipped incredibly flexible material
with grapnels. The general attitude in Thay these days
is that anyone who uses a goad on a slave is a wasteful 10 A brass coin featuring the same embossed crown
fool, and that being attacked with one is an insult to on either side
the attacked. Most Thayans only see them used for
crowd control. 11 A large glass marble that works like a snow globe
depicting a winter forest

12 A chipped but obviously very fine porcelain tea-
cup with light blue floral etching

13 A belt buckle shaped like a lizard man

14 A deck of cards depicting famous Tharchions

15 A silver signet ring shaped as the head of
an owlbear

16 A specimen tube containing a long and hollow
tooth from some unknown creature

17 A brass circlet shaped like a fork of lightning

18 A chunk of amber encasing a small and
toothy frog

19 A monocle when worn revealing heat signatures
but leaves the wearer dizzy

20 A well-worn cockatrice plushie toy

Candlekeep



A handy source of useful magic, from glowing globes
to alarm-shouting locks on doors and chests. If
only one could trust the source more. The Watchful
Order tests Thayan-sold items often for signs of
spying side-enchantments and the like, and I’ve
never heard that they’ve found anything, myself, yet
they test anew every season—and that should tell
you something in itself, shouldn’t it?

—Almarra Tethtar,
Almarra’s Scents and Finery,

River Street, Trades Ward

76 Chapter 4: Heroes from Thay

CHAPTER 5

Creatures of the Plateau
T he Red Wizards of Thay are no strangers to
dangerous creatures. Some of the creatures that creatures by merging two or more existing creatures
live in Thay aren’t native to the region, as they together, so adventurers may find monstrosities like
ankhegs, cockatrices, hippogriffs, and owlbears are

have been created by the vile wizards using bits more common here than elsewhere in the Forgotten

and pieces of other creatures. Other creatures that are Realms. In some cases, these creatures may have an

commonly found across the Forgotten Realms are additional appendage or other body part that reflects

different here thanks to their influence. Thay’s ongoing efforts. When a monstrosity is encoun-

Fey Creatures tered in Thay, roll a d20. On a result of 20, the crea-
ture has one extra feature chosen from the following:

The Feywild’s presence is rarely felt in Thay. Fey and • Can speak and/or understand one language
fey-touched creatures have few reasons to linger in • Has one extra limb. This does not add any attacks
this area, often referring to the region surrounding the
Thayan plateau as a blight upon the world. Even so, or increase the creature’s CR.
darklings and redcaps find themselves drawn here, • As an action it can hover in place at a height of no
likely out of spite for the world at large or because of
the perceived slights of the Summer Queen in years more than 6 inches from the ground by flapping its
gone by. Their skills as assassins and thieves make wings. If it does not have wings in its normal form,
them ideal allies for the Red Wizards. it has frail, nearly vestigial wings. This does not
grant the creature flight.
• The creature is much larger or smaller than nor-

Goblinoids mal. This does not change a creature’s stats—but
imagine seeing a bulette-sized cockatrice!

Goblins, hobgoblins, and their ilk aren’t commonly Star Spawn
found in Thay as they’ve been routinely hunted and

driven out by the Red Wizards for centuries. Those As the years have marched on, the Red Wizards
that remain are either there in secret or because have expanded their efforts into the summoning and
they’ve been forcibly recruited by the mages. In such attempted control of creatures that defy traditional
cases, the creatures have advantage on a single description. They’ve amassed a significant well of
skill—a clan of goblins living in secret in a cliff-side knowledge concerning aberrations such as aboleths,
cave might have advantage on Dexterity (Stealth) beholders, and the various hues of slaads, and in so
checks, for example, while a pair of family bonded doing have become aware of the presence of the star
and vicious hobgoblins in service to a zulkir may have spawn. These creatures are reportedly the emissaries
advantage on Charisma (Intimidation) checks. of powers not native to the Forgotten Realms, and the

Monstrosities Thayans are irresponsibly eager to broker deals with
those powers. Once brought to the Realms, star spawn

The Red Wizards have learned much from the rem- creatures take on a variety of shapes and sizes and
nants of the ancient Empire of Netheril. They have can be exceptionally hard to eradicate.
long worked to continue the research that those elder Star spawn encountered within the borders of Thay
wizards began, especially around the creation of new often take on forms suited for stealth and subterfuge.

Chapter 5: Creatures of the Plateau 77

While star spawn aren’t prevalent in the tharches, at-large. It works through its agents across Faerun
the tales that survivors tell almost always refer to to build loyalty while tearing down those that would
worm-infused masses of unknowable flesh that undu- prevent its return.
late in impossible ways while consuming everything
around them. Such vile creatures are generally found Undead
in pairs, nestled deep within subcellars or ruined
battlefields, and seem ruinously drawn to magic While most of the world believes that the nation of
items—or those with magical ability, especially clerics Thay is teeming with undead, the reality is equally
and paladins. Once a star spawn has devoured a crea- more mundane and more fantastic than that. Undead
ture, it can adopt that creature’s general form though are common enough in and around Thay’s military
it will retain much of its star spawn appearance, such encampments and, just like elsewhere in the world, a
as possessing bubbling, oily flesh, joints that hinge zombie or skeleton may be encountered by travelers,
at inappropriate angles, extra or vestigial limbs and but whereas adventurers the world over might treat
appendages, and so on. those creatures as vile monsters to be eradicated,
the people of Thay know that randomly discovered
Kyuss undead are to be returned to the nearest Red Wizard
enclave, fort, or encampment without harm. In some
The ongoing efforts of self-proclaimed Zulkir Dar’lon cases, these errant undead are intentionally placed
Ma have led to an increased number of star spawn by the Red Wizards. When a random encounter with
being spotted in and around the Forgotten Realms, undead takes place within the borders of Thay, roll a
nearly all of which center on the legend of the long- d20. On a result of 20, one or more of the creatures
dead deity Kyuss. Also known as The Worm that is sharing its senses with a nearby Red Wizard as if it
Walks, Kyuss is an otherworldly being, an ancient were a familiar.
evil that waits to be permitted back into the world

78

Bogmaw Bogmaw

Gargantuan monstrosity, unaligned The wetlands of Thay are rife with terrible monsters,
some of which were transported into the area by the
A—rmor Class 17 (natural armor) Red Wizards themselves to keep “intrepid heroes”
at bay. One such terrible monster was the legendary
Hit Points 181 (11d20 + 66) Bogmaw, a hydra of near-unimaginable size that
Speed 40 ft., swim 40 ft. laid waste to numerous villages and farms before
it was defeated. The Thayans, impressed with the
—STR DEX CON INT WIS CHA creature’s savagery, sought to duplicate its powers
and might; their efforts would soon escape their
22 (+6) 10 (+0) 22 (+6) 2 (−4) 10 (+0) 7 (−2) grasp, though, as the goats they were experimenting
upon escaped into the wilderness. Reportedly, only
S—kills Perception +8 one now remains and those that have witnessed the
aftermath of its passage believe this to be Bogmaw
Damage Immunities acid returned—most people have no idea that the original
Senses darkvision 60 ft., passive Perception 18 hydra is long gone and only this tormented
Languages — monstrosity remains.
Challenge 12 (8,400 XP) Proficiency Bonus +4



Hold Breath. Bogmaw can hold its breath for 1 hour.

Multiple Heads. Bogmaw has five heads. While it
has more than one head, Bogmaw has advantage
on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked uncon-
scious. Whenever Bogmaw takes 25 or more damage
in a single turn, one of its heads dies. If all its heads
die, Bogmaw dies. At the end of its turn, it grows two
heads for each of its heads that died since its last turn,
unless it has taken fire damage since its last turn.
Bogmaw regains 10 hit points for each head regrown
in this way. When a new head is grown, roll a d20; on a
result of 18 or higher, the new head has horns.

Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.

Wakeful. While Bogmaw sleeps, at least one of its
heads is awake.

Actions

Multiattack. Bogmaw uses its bite or headbutt actions
to make as many attacks as it has heads.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 11 (1d10 + 6) piercing damage.

Headbutt (horned heads only). Melee Weapon Attack:
+9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6)
bludgeoning damage and the target is knocked prone
unless they succeed on a DC 18 Strength saving throw.

Bonus Actions

Clamp Down. If Bogmaw hits the same target with
2 or more bite attacks in a single turn, it can use its
bonus action to grapple that target (escape DC 18).
Until the grapple ends, the target is restrained and has
disadvantage on Strength checks and Strength saving
throws, and Bogmaw can’t use the same head on
another target.

Chapter 5: Creatures of the Plateau 79

Many-hued Goat Many-hued Goat

Medium beast, unaligned Not all Thayan projects revolve around conquest or
subjugation. The many-hued goat, for example, is the
—Armor Class 11 (natural armor) result of a merchant’s desire to have a range of vibrant
fabric colors available for sale without having to use
Hit Points 19 (3d10 + 3) expensive dyes and rare pigments. The merchant in-
Speed 40 ft. vested heavily in arcane research that would grant her
the ability to speak a command word at a goat which
—STR DEX CON INT WIS CHA would cause that goat’s flesh and coat to immediately
change to the desired color. Once the project was
17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2) deemed a success, additional efforts were made to
ensure that this bloodline of goats would possess this
S—enses passive Perception 11 ability for the rest of their days.

Languages — bludgeoning damage. If the target is a creature, it must
Challenge 1/2 (100 XP) Proficiency Bonus +2 succeed on a DC 13 Strength saving throw or be
knocked prone.
—Actions Sure-Footed. The goat has advantage on Strength
and Dexterity saving throws made against effects that
Charge. If the goat moves at least 20 feet straight would knock it prone.
toward a target and then hits it with a ram attack
on the same turn, the target takes an extra 5 (2d4) Reactions

80 Color Shift. If a creature speaks the name of a color in
Common or a Thayan dialect and the many-hued goat
is conscious and can hear that creature, the goat uses
its reaction to cause its flesh and hair to immediately
become that color. It can’t adopt more than one color
at a time. Any hair that is removed from the goat
retains its last color forever; such coloration is immune
to effects like fading from sunlight, washing out from
abrasive or chemicals, and staining from grass, foods,
mud, blood, and so on.

Chapter 5: Creatures of the Plateau

Protodracolich Sample Protodracolich

While the Thayans aren’t allies of the Cult of the Below, the protodracolich template has been applied
Dragon, they grant them a small measure of begrudg-
ing respect. The secrets of transforming a dragon to a black dragon wyrmling.
into a dracolich have long been held tightly by the
Cult, but now the Red Wizards are inching closer to Black Wyrmling
success in their own research into the matter. The Protodracolich
process used by the Thayans is especially dreadful
and mutilates the test subject, magically marring them Medium dragon undead, chaotic evil
beyond repair.
Draconic Nature. Despite their undead nature, a A—rmor Class 17 (natural armor)
protodracolich retains many of qualities of their dra-
conic heritage. Even so, they lose some of these quali- Hit Points 33 (6d8 + 6)
ties due to the horrific nature of their transformation. Speed 30 ft., fly 60 ft., swim 30 ft.
Undead Nature. A protodracolich is an abomina-
tion, even where undead creatures are concerned. The — STR DEX CON INT WIS CHA
secrets held by the Cult haven’t been fully unraveled by
the Red Wizards, so these undead creatures aren’t as 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
powerful as their kin.
S—aving Throws Dex +4, Con +3, Wis +2, Cha +3
Protodracolich Template
Skills Perception +4, Stealth +4
The Red Wizards have yet to create a dracolich using Damage Immunities acid, poison
anything older than a wyrmling, as all other efforts Damage Vulnerabilities see below
have failed. When a wyrmling becomes a protodracol- Condition Immunities poison
ich, it retains all its statistics except as noted below. Senses blindsense 30 ft., passive Perception 14
Languages understands but can’t speak Draconic
Befouled Breath Weapon. A protodracolich’s Challenge 2 (450 XP) Proficiency Bonus +2
breath weapon deals an extra 6 (2d6) points of
necrotic damage. —

Dual Nature. A protodracolich is both a dragon and Amphibious. The protodracolich can breathe air
an undead creature. and water.

Languages. A protodracolich can’t speak, but it can Blindsense. The protodracolich can’t use its eyes but
still understand any languages that it knew in life. has developed an innate blindsense. So long as it can
hear, it is aware of all creatures within 30 feet.
Lifespan. A protodracolich’s life span is approximately
one year. After this time, the magic energy used in Vulnerable. The protodracolich takes damage from
the transformation ritual unravels and the protodra- healing magic, and effects that would return it to
colich dissolves into a disgusting puddle of putrid life instead destroy it immediately. Its soul has
chunks. Only a wyrmling can be subjected to the been destroyed.
protodracolich ritual.
Dual Nature. A protodracolich is both a dragon and
Senses. The protodracolich loses all ability to use its an undead creature.
eyes. So long as it can hear, it is aware of the loca-
tion of any creatures—even those that are hidden or Actions
invisible—within 30 feet of it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Vulnerabilities. A protodracolich is vulnerable to one target. Hit: 7 (1d10 + 2) piercing damage plus
healing magic and effects. If a spell or effect would 2 (1d4) acid damage.
heal it, it instead suffers that amount of healing as
if it were unpreventable damage. If a spell or effect Acid Breath (Recharge 5–6). The dragon exhales acid
would return it to life, it is instead immediately in a 15-foot line that is 5 feet wide. Each creature in
destroyed. The ritual that transforms a wyrmling that line must make a DC 11 Dexterity saving throw,
into a protodracolich destroys its soul. taking 6 (2d6) necrotic damage and 22 (5d8) acid
damage on a failed save, or half as much damage on
a successful one.

Chapter 5: Creatures of the Plateau 81

Poltergoat Invisibility. The poltergoat is invisible.

The Red Wizards have long sought to find ways by Sunlight Sensitivity. While in sunlight, the poltergoat
which to give their soldiers spell-like abilities without has disadvantage on attack rolls, as well as on Wisdom
giving them actual spellcasting power. One such (Perception) checks that rely on sight.
experiment led to the mages attempting to give crea-
tures the ability to shift between the prime material Actions
plane and the astral plane at will. After the initial the-
orycrafting was complete and the runic work began, Forceful Slam. Melee Weapon Attack: +4 to hit,
they turned their gaze upon the local goat herds for reach 5 ft., one creature. Hit: 10 (3d6) force damage.
experimentation. Unfortunately, they only succeeded
in making invisible goats. Today these goats are con- Telekinetic Thrust. The poltergoat targets a creature or
sidered feral and there is an unknown (but assumedly unattended object within 30 feet of it. A creature must
large) number of them. The wizards attached to the be Medium or smaller to be affected by this magic, and
project were slain by Szass Tam out of spite. an object can weigh up to 150 pounds.

Poltergoat If the target is a creature, the poltergoat makes
a Charisma check contested by the target’s Strength
Medium monstrosity, unaligned check. If the poltergoat wins the contest, the poltergoat
hurls the target up to 30 feet in any direction, including
—Armor Class 12 upward. If the target then comes into contact with
a hard surface or heavy object, the target takes 1d6
Hit Points 22 (5d8) damage per 10 feet moved.
Speed 0 ft., fly 50 ft. (hover)
If the target is an object that isn’t being worn
— STR DEX CON INT WIS CHA or carried, the poltergoat hurls it up to 30 feet in
any direction. The poltergoat can use the object
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) as a ranged weapon, attacking one creature along
the object’s path (+4 to hit) and dealing 5 (2d4)
—Damage Resistances acid, cold, fire, lightning, bludgeoning damage on a hit.

thunder; bludgeoning, piercing, and slashing from Chapter 5: Creatures of the Plateau
nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but
can’t speak
Challenge 2 (450 XP) Proficiency Bonus +2



Incorporeal Movement. The poltergoat can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

82

PART II

Intrigue in Eltabbar

T hay. What an effective conversation killer. The Stone Wizard
Even a casual mention of this nation while in
polite company frequently brings talk to an Positioned on the west side of the well-maintained
abrupt halt. No other realm, with the mere High Road in the Tharch of Eltabbar behind an aged
naming of it, provokes such a visceral reaction. 10-foot curtain wall sits the sprawling lodge known
The bare utterance alone evokes images of terrible as The Stone Wizard. It is so named because of the
magics and hordes of terrifying undead. And that weathered and hoary statue of a mage caught in mid
reputation is well earned. For decades the nation of spell cast located in front of the inn. Whether this
Thay has schemed and meddled in the affairs of effigy is merely a well-aged sculpture or the ancient
nations all across Faerûn. remains of a mage turned to stone in a long-ago spell
Its fierce and frightful reputation aside, in practical duel as is commonly rumored, it has become the cen-
terms, Thay itself in many respects is much like any terpiece of a well cultivated garden and walk that lead
other nation in the Realms. It is filled with farmers, up to the famous inn’s great door.
craftspeople, artisans, bureaucrats, men, women, The building itself is of uncertain age and has been
children—ordinary people pursuing the daily and mun- added onto many times over its history. While the wall
dane tasks familiar to all. While Szass Tam and the that surrounds the lodge is sound, the iron gates at the
Red Wizards certainly reign supreme, such matters main entrance have not been closed in years.
have very little impact on day-to-day life in Thay. The Stone Wizard is a widely known and accepted
It is against this backdrop where this adventure neutral ground and welcomes all visitors who obey the
begins. The characters can be native Thayans or for- rules. Those rules are simple and only twofold—1) no
eign adventurers in Thay for any conceivable reason. fighting; and 2) mind your own business.
Whatever reason brought them to Thay, the characters The rambling building itself is a warren of private
find themselves at The Stone Wizard, a popular and dining rooms, secluded booths, and discreet tables.
walled inn located in the Tharch of Eltabbar at the The Stone Wizard is currently owned by Jago
point on High Road where the Szul road branches off Xander, a reserved, slender, and swarthy Thayan (use
to the west. stats for conjurer from Volo’s Guide to Monsters) who
The characters are at The Stone Wizard for a meet- oversees the entire operation.
ing. They have learned either through an intermediary
or a gleaned rumor that a local governmental official Adventure Start
named Prim Handor is looking to retain the services
of a group of capable adventurers. The characters start off with knowing only the name
of the potential hiring agent, Prim Handor, and the
Adventure Summary location of the meeting, The Stone Wizard.
Prim has been tasked by his employer, Nurush
There are very few loci in all of Faerûn that are as Xamaroth, to hire a group of adventurers to travel
much of a hotbed of political intrigue as is the Capital to Eltabbar (city) and deliver a packet to a minor bu-
City of Thay, Eltabbar. The characters, hired for an in- reaucrat in Eltabbar (city), Lavas Gurza. Lavas works
nocent enough job of delivering a packet to an individ- for the Department of Sewer and Water in Eltabbar.
ual in the capital city, quickly find themselves caught What Prim does not know is that Lavas Gurza is in
up in a conspiracy to assassinate the Tharchion of the employ of a woman named Gafna Bilton, a noto-
Eltabbar, Aumaund Halarkoun. The primary conspir- rious figure in Eltabbar’s criminal underground. The
ators are Nurush Xamaroth, one of the Seneschals packet then, in effect, is for Gafna Bilton, not Lavas
of Eltabbar, and Gafna Bilton, a prominent member Gurza. Lavas is simply the intermediary. The packet is
of Eltabbar’s criminal underground. Ultimately, the magically keyed to Gafna via a variation of the arcane
fate of the assassination attempt ends up being in the lock abjuration spell. Prim does not know the contents
hands of the characters. of the packet and should sternly and repeatedly warn
against any attempts to open or otherwise investigate
Level Progression the packet’s contents.
Through question-and-answer roleplaying, the
This adventure is written for four 1st-level characters. characters can learn any of the following from Prim:
Should the characters survive the giant hyena attack
during their meeting with Gafna Bilton, they will • Prim is an administrative assistant to Nurush
advance to 2nd level. Finally, should the characters Xamaroth, one of several Seneschals in Eltabbar
successfully complete Gafna’s three tasks, they will who serve at the pleasure of the Tharchion, Au-
ascend to 3rd level and be ready for the final section of maund Halarkoun.
the adventure.
• In the Tharch of Eltabbar, a Seneschal is a sort of
84 regional governor responsible to taxing and other
administrative functions.

Part II: Intrigue in Eltabbar

Prim Handor • Prim has been instructed by his superior, Nurush,
to hire a group of adventurers to deliver a packet of
A pale complexioned and paunchy man of middle years, materials to Lavas Gurza, a bureaucrat employed
Prim Handor always attempts to dress to impress. His by the Department of Sewer and Water in the city
intention is to communicate through his garb that he is of Eltabbar.
a man of refinement, importance, and wealth. In reality,
he is none of these things. • Prim instructs that the characters are to seek out
Prim (use stats for commoner from the Monster Lavas Gurza at the Pheldanther’s Gambling Club
Manual) is one of a number of undersecretaries to one which is located just outside of the Daerath Market
of the Eltabbar’s seneschals, Nurush Xamaroth, who in Eltabbar (city).
in turn serves the Tharchion of Eltabbar, Aumaund
Halarkoun. While he has never even met Tharchion • Prim does not know why Pheldanther’s Gambling
Halarkoun, Prim is endlessly puffed up with pride at his Club was the chosen meeting place.
distant relationship to the man.
Prim has all of the grasping ambition of a true • Prim does not know the contents of the packet.
Thayan bureaucrat, but none of the actual abilities of a • Prim does not know Lavas Gurza and cannot
successful one. As such, he makes for a perfect stooge.
While inflated with notions of his own self-importance, describe him.
in this tale he is a mere pawn for powers far beyond • Prim does know that the contents are none of his
his reckoning.
business nor that of the characters’.
• The packet is magically sealed and his employer

will know if the packet has been tampered
with in anyway.
• Prim will pay 10 gp to the party to deliver the
packet. He has been instructed to pay the amount
in full up front.
• Prim gleefully informs that taking the Seneschal’s
money and then not performing the agreed upon
task is tantamount to suicide.
• Finally, he stresses to the characters that discretion
is a must and if the characters run into any trouble
with the authorities, they should not expect rescue
from Prim or his employer.

In effect, Nurush Xamaroth, is sending a message to
Gafna Bilton, a kingpin of sorts in the criminal under-
ground of Eltabbar. Nurush already knows Gafna well
as she is a longstanding associate of his. Lavas Gurza
is a red herring intended to keep Prim from suspect-
ing that Nurush and Gafna are confidants. This simple
ruse is intended to keep Prim from suspecting a possi-
ble relationship between Nurush and Gafna Bilton.
After delivering his instructions to the characters
and after admonishing them a final time about
opening the packet, Prim passes the packet to the
characters. It is a paper packet that is roughly 8 × 11
inches and 2 inches thick. It is comprised of some sort
of waxy brown paper and bears the seal of Eltabbar.
Prim has nothing further to offer the characters
by way of either information or supplies. Nurush has
carefully kept his minion ignorant of any details that
might compromise any of Nurush’s plotting.
Should the characters ignore Prim’s repeated
warnings and investigate the packet before delivering
it, a successful DC 12 Intelligence (Arcana) check
reveals that the packet was ensorcelled in some
manner. Further, if detect magic is cast on the packet,
it radiates faint abjuration magic. Finally, a successful

Part II: Intrigue in Eltabbar 85

DC 12 Intelligence (Investigation) check informs that are not looking for the characters. Any reasonable
once the packet has been opened, there is no way answers will get the characters past the check point.
to disguise that fact to the ultimate recipient (Lavas In the stead of plausible answers, a successful DC 10
Gurza/Gafna Bilton). Charisma (Persuasion) convinces the Inquisitors to
All that aside, amidst the copious packaging, there let them pass.
is a simply folded piece of paper with the message in The point of this encounter is not to be a hurdle or
nondescript handwriting: “Move to the next phase. a major challenge for the characters. It is to impart the
I hope the attached prove useful to you.” extent to which Thay is a police state and the need for
If the characters do open it, find and read the note, discretion while operating within its borders.
it might very well occur to them: “Why would someone
with such arcane resources hire adventurers to deliver Eltabbar City
a simple note? Why indeed.”
It is only 20 miles or so from The Stone Wizard to The journey to the capitol city of Eltabbar is short
the city of Eltabbar. (approximately 20 miles) along the well-maintained
High Road. As the characters approach the city proper
Probity Corps Check Point the farmsteads and ranches give way to gated estates
and elaborate country villas.
Check points are far from uncommon in Thay. Such is After passing through the gates into the city proper,
one of the realities of living under authoritarian rule. the sprawling city lies before the characters. It is a riot
Of all the roadways accessing Eltabbar, the High Road of winding streets, walled compounds, and opulent
to the capital city of Eltabbar sees the most traffic into manor homes. Express signs and signals of wealth are
and out of the city. Because of this fact, it is a frequent everywhere in the form of elaborate fountains, fanciful
location for law enforcement check points. statuary, and carefully terraced gardens.
One such check point is in place as the character Beyond the obvious wealth of the city, law en-
make their way towards the city. This check point is forcement is also quite prominent in Eltabbar. This
being run by Probity Corps operators. Present at this includes patrols of Thayan Knights, groups of private
check point are two Probity Corps Inquisitors (use armed guards and militia, and small groups of cloaked
mage stats) and four Probity Corps Troopers (use individuals openly bearing Probity Corps insignia, a
guard stats). circumstance uncommon other than in the capital city
The characters should have plenty of warning that and in the Thaymount itself.
a check point is ahead. A successful DC 10 Wisdom Finally, it is immediately clear to anyone visiting the
(Perception) check notices that other travelers city that foreigners and outlanders are few in number
hundreds of yards ahead of the characters are being and not frequently seen here. In fact, if the characters
stopped and asked questions. Even if this check is do not make reasonable precautions against being
failed, once the characters get to within 100 yards recognized as such, a successful DC 10 Wisdom
of the check point, they cannot fail to notice the (Insight) check reveals that their presence is drawing
traffic back up/queue being formed because of the the attention of law enforcement, most notably the
check point. Probity Corps.
Of the array of options before the characters, if they The characters can easily find their way to the
attempt to bypass the check point and go around it, Pheldanther’s Gambling Club in Daerath Market by
they can attempt a DC 14 group Dexterity (Stealth)
check or strike out cross country to circumnavigate it, Eltabbar, the Capitol City
requiring a successful DC 12 Wisdom (Survival) check The city of Eltabbar is the current capitol of Thay. As
to keep from getting lost. such, it features the most conspicuous displays of
Should they wait their turn and go through the wealth and power anywhere in Thay. The city’s recent
check point, they will be asked some pointed ques- history is one marked with ambitious expansion and
tions by one of the Inquisitors including: building projects noted for their competing opulence.
“Tabar,” as the city is called by most citizens, contains
• Where are you headed? homes for most of Thay’s nobility regardless of their
• Where are you coming from? tharch of origin. Anyone of significant power or in-
• What is your Tharch of origin? fluence in Thay, or desires to attain a measure of the
• What is your business in the capital city? same, keeps quarters in Eltabbar.

If the characters are obviously outlanders, the Inquis-
itor will comment, but being an outlander in Thay is
not necessarily a crime in and of itself. The Inquisitors

86 Part II: Intrigue in Eltabbar

either asking just about anyone or by simple explora- assembled gamblers. These servers stream though
tion. Unlike the rest of the city, Daerath is a warren a set of swinging double doors behind which is the
of narrow and cramped alleys where the crowds are kitchen. Adjacent to and in front of the kitchen, is a
close and tight. Should the characters have attracted broad and crowded bar. Many of the seats at the bar
any unwanted attention from law enforcement, the are taken by patrons who have their backs to the bar
Market is a great place to give them the slip. so that they can watch the action in the gambling hall.
The notorious Pheldanther’s gambling club stands Finally, on the far side of the hall, a host stands
on the north side of the Daerath Market. Stationed behind a podium, watching over a section of private
just outside the entrance of this rambling structure dining rooms and booths. Asking either at the bar or
are two well-armed and battle-scarred bouncer/ at the host’s stand after Lavas Gurza results in the
guards. After giving the characters a once over, they individual asked excusing themselves for a moment
allow them to pass with a nod. after instructing the characters to wait where they are.
Once inside, the characters are greeted by a ca- A few minutes later, the queried individual returns and
cophony of noise and a hive of activity. Players gather beckons the characters to follow.
around tables playing various games of chance. No While being led back through this section of
matter the time of day, there are dice games, card Pheldanther’s the characters cannot help notice the
games, as well as games set up with battle-boards sounds of fighting and raucous cheers emanating
featuring what look like miniature armies actively from somewhere deeper in the complex. A successful
in progress. DC 13 Wisdom (Perception) check reveals there is
Among the players hovering over and around these more than one source of noise, suggesting that sev-
tables, servers expertly weave their way through the eral fights/combats going on at the same time.
crowd dropping off ordered food and beverage to the

87

The characters are led to a small private dining Should the characters acquiesce, Lavas leads them
room wherein sits one individual sporting fine clothing deeper into the complex towards the roars and noise
and horn-rimmed glasses. Spread before this individ- from the fighting pits.
ual are stacks of papers and documents that he seems
to be studying or organizing. Without looking up, he Opulent Barbarism
states, “I understand you were asking after me. Please
come in and state your business.” After stepping out of the private dining section and
Should the characters present the packet they were joining what appears to be a main corridor that leads
tasked to deliver, Lavas (use commoner stats) briefly into the heart of the complex, the characters are led
inspects it without opening it. towards the fighting pits via a descending set of broad
If asked about the noise, Lavas freely relates it is stairs. In a space that is roughly twice as large as
coming from the fighting pits, another featured at- the gambling hall above, visitors are greeted with a
traction of Pheldanther’s. If asked further, he informs boisterous and intense scene. Inset in the floor are
that the contests can be between wrestlers, armed four separate fighting pits evenly spaced in this large
combatants, and even between monsters and their hall. Each inset pit is surrounded with a railing over
challengers. Of course, bets can be placed on any of which spectators lean and shout encouragement or
the contestants. abuse onto the below combatants. The floors of each
After briefly inspecting the packet, he states of the pits is roughly 15 feet below the floor of the hall
something along the lines of, “Ah, this was not itself and each pit is approximately 20 feet across in
intended for me. I am merely the intermediary. If you width. How the participants get into the pits is not
will accompany me, I can take you to the true and immediately obvious.
intended recipient.” Paying the scene no mind at all, Lavas leads the
Lavas does not know Prim Handor or anything characters through the crowd of spectators towards
about him. He readily admits that he (Lavas) works the very back of the hall and a smaller set of stairs
for the Department of Sewer and Water in Eltabbar that descend further. There are two bouts currently in
and finds it most “useful” to hold his offices here at progress: One featuring a hulking human wielding a
Pheldanther’s. massive club and little in the way of armor facing off
Finally, he is reluctant to reveal the name of the against a much slenderer opponent bearing two slim
intended recipient of the packet, but a successful DC swords. The other active pit contains what appears
15 Charisma (Persuasion) check convinces Lavas to to be an ogre being circled by a trio of disparately
reveal her name at least, Gafna Bilton. Beyond that, he armed fighters.
will reveal nothing more beyond repeating his invita- Ignoring all of that, Lavas heads directly for the
tion to take you to her. back stairs.
The 15-foot staircase descends into a high-ceil-
Two Eltabbars inged chamber that is partially natural and partially
Basic inequality in almost every possible respect is worked/finished stone. The prominent features of this
a fundamental reality of life in Thay. This disparity chamber include a finished hallway adjacent to the
between rich and poor/powerful and weak is quite ap- stairs that heads back the way the character came and
parent in Thayan cities. Because Eltabbar is the current towards the fighting pits. A glance down that hallway
capital, the dissimilitude between classes is all the confirms the presence of four iron bound doors—the
more obvious and spectacular. individual access points to the pits themselves.
So, while a visitor cannot help but first notice the Further, on either sides of the chamber and pushed
grandiose and express displays of wealth so prevalent into naturally occurring recesses stand several large
in the city, the vast majority of the residents of Eltab- cages, some of them occupied. The most eye catching
bar live in very different circumstances that nowhere one is occupied by a pacing giant hyena that moves
approximates this conspicuous luxury. back and forth in its tight enclosure. A successful DC
It likely then should become quickly clear to a 12 Wisdom (Nature) check informs that the creature
newcomer that there is the Eltabbar of the startlingly is agitated, presumably from a recent appearance
affluent and a second, “real” Eltabbar comprised of ev- in the pits.
eryone else, from the desperately poor to the successful Other cages hold a pair of worgs, a lion, and a giant
merchant class as well as the criminal to the middling spider, all in different states of health.
bureaucrat. Near the tunnel sits a set of benches, a couple of
low tables, and a weapons rack. A successful DC 10
Intelligence (History) check reveals that is where the

88 Part II: Intrigue in Eltabbar

gladiators/combatants prepare before entering the Through question-and-answer roleplaying, the
pits themselves. characters can learn any of the following from Gafna:
Deeper into the chamber and away from the stairs/
pits sit a series of bins containing different powdered • She is one of the owners of Pheldanther’s.
materials. The bins appear to hold three distinct pow- • She is not at liberty to reveal the identity of the
ders of different colors: black, white, and yellow each
in separate bins. Without careful inspection it is hard other owners.
to discern what these substances are, but a successful • She is involved in many enterprises in and
DC 14 Wisdom (Perception) check alerts that the
yellow material certainly smells like Sulphur. around Eltabbar.
Finally, at the far end of the chamber, flanked by • Many of these endeavors are of the illicit/
two armed guards (use guard stats), sits a dark-com-
plexioned woman, a cast common to natives of Thay, illegal sort.
dressed in dark colored and nondescript clothing. • Thay is an ordered and strictly governed society.
Without hesitation, Lavas heads in her direction obvi- • Gafna has need of assistance that is best handled
ously expecting the characters to follow.
Without preamble, this woman speaks in a strong by those not known in Eltabbar.
voice, “Ah Lavas, you have brought visitors. Who do • The bins of powdered materials are for a “side proj-
we have here?” Lavas then turns addressing the char-
acters, “This is Gafna Bilton, one of the owners of this ect” that it is best the characters don’t know about.
establishment.” And without missing a beat continues, • Gafna will pay 25 gp to each character for comple-
“Mistress Bilton, these individuals bear a package for
you.” He then bows to Gafna, turns around, and heads tion of each of her tasks (see below).
back towards the stairs. • The monster combatants for the pits are collected/
The characters are left with Gafna looking expec-
tantly at them. captured typically from the Tharch of Gauros.
If the characters turn over the packet to her
and they did not previously open it, she unceremo- Hyena Rampage
niously opens it, finds the note, and reads it nod-
ding to herself. At some point during the exchange between Gafna
If the characters did open the packet before deliver- and the characters, the caged hyena, with a mighty
ing it to Gafna, after inspecting it briefly, she says, “You growl, bursts through the improperly locked door of
opened it. Don’t worry about it. I would have done the its cage and rushes in a rage towards the characters.
same thing in your position.” and then proceeds with Gafna’s guards pull her towards the back of the cavern
the packet as above. where there is a passage that eventually leads to the
Gafna Bilton is looking to recruit some strangers, sewers in the city. They will not fight the hyena unless
most preferably outlanders, to participate in an absolutely necessary. Their job is to keep their boss
assassination of the Tharchion. She would like to use safe and with the characters as a convenient buffer,
foreigners for this, because if things go wrong and they can slip away if it looks like the characters are
the recruited outsiders are killed or captured, that losing the fight.
minimizes the obvious connections to Gafna and her The hyena is agitated and stressed by its circum-
organization. stances so fights to the death.
Through a series of intermediaries, Nursh Xama- Should the characters quickly deal with the
roth arranged this meeting because his coconspirator, escaped hyena, Gafna is impressed. She is now
Gafna, has needs of operators in Eltabbar that are oth- further willing to provide the characters room upstairs
erwise unknown in the city. What better than a group (Pheldanther’s has a section of rooms set aside for
of adventurers looking for some coin. But at this point, high rollers) for as long as they are staying in Eltabbar
she will neither reveal the nature of her relationship and helping her with her tasks.
with Xamorth, or even that there is a relationship in The powdered compounds are sulphur, charcoal,
the first place, nor will she mention in any way the and potassium nitrate (saltpeter). These ingredients
greater conspiracy to commit an assassination that combined create a simple explosive. Gafna plans
she is participating in. to use this explosive in her attempt to assassinate
the Tharchion.
Should the characters find a way to inspect the
powders, a successful DC 14 Intelligence (History)
identifies the sulphur and the charcoal. The remaining
substance seems to be salt. Unless any of the charac-
ters has an alchemy or chemistry background, they
will not be able to identify the potassium nitrate for
anything other than some form of salt.

Part II: Intrigue in Eltabbar 89

Gafna Bilton’s Tasks Gafna Bilton
Of dusky complexion with dark hair, Gafna is an athletic
The characters should be 2nd level at this point. looking woman who in terms of age appears to be
Gafna Bilton has three tasks for the characters. somewhere in the young adult to early middle-aged
They can be attempted in any order but all of them range. She wears well-made but dark and nonde-
need to be completed before Gafna trusts the script clothing.
characters enough to bring them into her confidence Gafna (use stats for master thief from Volo’s Guide
regarding her involvement in the conspiracy to to Monsters) is one of the stakeholders/owners of
assassinate the Tharchion of Eltabbar, Aumaund Pheldanther’s and is involved in varying capacities in a
Halarkoun. She and her organization have the number of other businesses in and around Eltabbar.
resources necessary to handle these problems, but Gafna is smart, capable, and to the point. While
that is not the point. The purpose of these tasks is involved in a number of illicit ventures, she is nonethe-
to measure the guile, resolve, and abilities of the less a very principled and honorable person. She loves
characters before deciding to bring them in on her city but chafes under Tharchion rule longing for a
the conspiracy. more representative form of government for Eltabbar.
Gafna will continue the “adventurers for hire”
pretext though in the meantime and offers to pay the Part II: Intrigue in Eltabbar
characters each 25 gp for every completed task.

Embassy Dinner Party

As Eltabbar is the current capital of Thay, each
Tharch maintains an embassy in the city. Aragos
Toslav is the Chancellor from Pyarados and is
throwing a party for the city’s elite tonight. It is a
party to celebrate his impending nuptials two days
hence. Gafna would like the characters to attend in
order to discover a piece of information important
to her plans.
Should the characters accept the assignment,
Gafna will provide them the formal invitation neces-
sary to gain entrance to the event as well as have the
characters seen by a tailor so that they each may be
fitted with the finery necessary to blend in at such
a function. Finally, she will hire a coach befitting a
wealthy and influential guest to drive them to the
fete itself.
One guest certain to attend the gala is Ethra
Taston. She, like Nurush Xamaroth, is another of
several Seneschals in Eltabbar who serve at the
pleasure of the Tharchion, Aumaund Halarkoun.
Her specific duties for the Tharch are the adminis-
tration and collection of customs, duties, and taxes
for Eltabbar.
It is well known that Ethra is one of Aumaund
Halarkoun’s current favorites and as such, is likely
privy to some information that Gafna Bilton wants—
specifically, whether or not Tharchion Aumaund
Halarkoun will be attending Aragos Toslav’s wed-
ding, set to take place two days from now.
The characters’ cover can of course be of their
choosing, but the source of their invitations is their
association with powerful merchant interests in the
city. While political power, and most specifically that
wielded by the Red Wizards and the Tharchions
reigns supreme in Thay, mercantile interests are
begrudgingly given a seat at the table as well.

90

Gafna shares the following with the characters Roster of Notable Guests
about the party: The following guests use generic NPC stat blocks from
appendix B of the Monster Manual.
• Aragos Toslav is a Chancellor from the Tharch
of Pyarados. Ethra Taston: Seneschal of Eltabbar. Outgoing, dark
complexion, athletic build. Use stats for noble.
• He is the highest-ranking official from Pyarados
making Eltabbar his permanent residence. Jora Ultan: Thayan Knight, rank Ulthark, Commander
of the Knights at Eltabbar. Gruff, over the top formal
• He is getting married two days from now. military garb complete with puffed out and medal
• Aragos is throwing a party for the city’s elite tonight. draped chest. Use stats for champion.
• Gafna Bilton wants to know whether or not the
Beld Thola: Ethra Taston’s consort. Mild, early middle
Tharchion Aumaund Halarkoun will be attending aged, grey suit. Use stats for noble.
Aragos Toslav’s wedding.
• One guest, Ethra Taston, will almost certainly Cazna Ozno: High Inquisitor of the Eltabbar Probity
attend tonight’s party. She is close to the Tharchion, Corps. Vigilant, with a deceivingly mild and pleasant
Aumaund Halarkoun. expression, wearing non-descript, but fine clothes.
• Ethra is one of the Tharchion’s favorites so will Use stats for assassin.
know whether or not the Tharchion plans to attend
Aragos Toslav’s wedding. Kolex Senda: Headmaster, Arcane College of Eltabbar.
• Ethra Taston, like Nurush Xamaroth, is one of Haughty, with garish wizard robes. Use stats
several Seneschals in Eltabbar who serve at the for archmage.
pleasure of the Tharchion.
• Among the “who’s who” likely to attend will be Beld Envoy Liss Irun: Diplomat from Vaasa. Jovial, slight of
Thola, Ethra Taston’s consort. build and pale of complexion. Use stats for noble.
• Beld Thola may know the sought-after informa-
tion as well. Ivor Nikos: Local silk merchant’s son. Young man in his
• Merchants and merchant interests are not held early 20’s, over served. Use stats for commoner.
in high regard among the wealthy and pow-
erful of Thay. Ryla Yamos: Plant by Gafna Bilton pretending to be a
• Gafna provides the needed credentials/inviatations server going by the name “Desala.” Use stats for spy.
to gain entry, suitable garb for everyone, as well
as a coach to make an appropriate entrance hundreds of voices competing with a string orchestra.
to the event. Through it all wind dozens of servants butlering plat-
• Finally, Gafna encourages the characters to come ters heaped with every sort of delicacy imaginable.
up with a credible cover story relating to their Stationed at the estate and around the event itself
supposed merchant ties. are 30 Pyarados guards (use stats for knight). Their
presence is an explicit show of force and security.
If any of the characters wonder why Gafna desires This should be a fluid encounter fully dependent
such information, a successful DC 12 Wisdom on the actions of the characters to drive events and
(Insight) check reveals that Gafna is interested in the ultimately the outcome.
Tharchion’s future whereabouts for more than idle Gafna has installed a plant, Ryla Yamos, masquer-
curiosity. As to what exactly those reasons might be ading as a servant in order to keep an eye on the
though remain unclear. characters. Should things get out of hand, Ryla could
The estate maintained by the Tharch of Pyarados intervene with a well-timed tray spill as a distraction to
is in the eastern portion of the city. The walled possibly lead the characters out of the party to safety.
compound features a circular drive around a massive Good roleplay or a successful DC 10 Charisma
fountain depicting a sea battle between a massive (Persuasion) enables the characters to get a feel for
squid and a ship. The drive leads to the front of the who is at the event and which of the guests is Ethra
magnificent complex itself. The opulent estate with Taston. Success should also net the characters the
its domes and spires borders on being considered a names and stations of several other notable guests.
palace. On the night in question, the gates are opened Further, Ivor (see the Roster of Notable Guests
and are flanked by liveried guards with the drive lit by sidebar) can drunkenly bump into the characters
multihued dancing lights spells. immediately begging their pardon and desperately
After disembarking their carriage and having their seeking companionship as he knows no one at the
invitations checked and verified at the door, the char- party and is very much out of his element. He happily
acters are ushered into the party, a sea of swirling identifies many of the partygoers for the characters
and sparkling clothing and a cacophony of noise from seeking to ingratiate himself with them.
Ethra Taston is not going to respond to a direct and
Part II: Intrigue in Eltabbar out of the blue inquiry about the whereabouts of her
superior, the Tharchion. At best, such a bald-faced

91

Navigating the Gala Gafna further relates that recently members of her
organization have disappeared while traversing the
The characters should be encouraged to describe their sewers. While the occasional monster in Deep Canal
intentions before they attempt any social skill checks. is not heard of, it has not been outright hazardous
This way, good roleplay and situational modifiers can be until of late. She would like the characters to investi-
taken into account and rewarded. Ability checks have a gate, discover, and hopefully eliminate the source of
suggested DC of 12. Some suggested checks include: the danger in the sewers. Finally, she believes that the
missing persons were heading generally south from
Action Ability Check Pheldanther’s when they disappeared.
The cause of the missing persons is a carrion
Compliments and flattery Charisma (Persuasion crawler that has recently taken up residence in Deep
or Performance) Canal. Its lair is hundreds of yards to the south of the
sewer entrance under Pheldanther’s.
An impressive dance Dexterity (Acrobatics) If the characters agree to take this on, Gafna points
routine or display out the passageway leading down into the sewers.
She does not have any further information about what
A well thought out discussion Intelligence (History) could be causing these disappearances other than
on the wonders of Thay the fact that no signs of the missing people have been
found anywhere.
Consoling a sad or Wisdom (Insight) The sewer network that makes up Deep Canal is a
intoxicated guest Strength (Athletics) winding maze of passageways that run the length and
breadth of the city above.
Some “tough talk” or Other than heading generally south, the characters
a feat of strength don’t have any other information. And, as they head
away from Pheldanther’s, they are confronted with
question from unknown and quite possibly outlanders many intersecting and branching passageways.
would result Ethra’s looking for the guards. A successful DC 10 Wisdom (Survival) check
The characters will have to “work” the party and locates the most heavily traveled option that heads
the guests to get the information that they are looking generally south. A successful DC 14 Wisdom (Sur-
for: whether Tharchion Aumaund Halarkoun will be vival) check reveals the intermittent presence of odd
attending Aragos Toslav’s wedding. Some suggested clusters of round tracks. These tracks left by the
skill checks are in the adjacent “Navigating the carrion crawler are intermittent because it routinely
Gala” sidebar. climbs the walls and ceilings as it hunts, rather than
To gain this information, at least one of the charac- sticking to the passageways themselves.
ters will have to form some sort of rapport with either Should the characters successfully track the
Ethra or her consort Beld, while staying out of the monster to its ambush spot, this negates the below
watchful eye of either Jora Ultan, the Thayan Knight, mentioned stealth advantage enjoyed by the car-
or that of Cazna Ozno, the High Inquisitor. rion crawler.
At some point, the host of the party, Aragos After searching for an hour, the carrion crawler
Toslav (older middle-aged man, graying, with finds them. At any location you choose, it has set
bright, bordering on garish clothes) and his up an ambush and once the characters get close,
bride-to-be (Deliah Preen, much younger, small scuttles forward and attacks. Because of its ambush
and dark of coloring) proceed through the party, position, the crawler enjoys advantage on its stealth
greeting guests and accepting congratulations for role against the highest passive perception among the
their impending nuptuals. characters.
Should the characters engage in good roleplay and The carrion crawler fights to the death. If the char-
succeed in at least two social skill tests of some sort, acters survive, a successful DC 12 Wisdom (Survival)
they learn from either Ethra or Beld that, yes, Thar- check allows them follow the creatures tracks back to
chion Aumaund Halarkoun will be attending Aragos its nearby nest.
Toslav’s wedding two days from now. Beyond the horrid stench of the nest and amidst
the scraps of clothing, buckles, bone shards, and
Deep Canal other worthless detritus left from past victims, a
successful DC 12 Intelligence (Investigation) check
Gafna explains to the characters that the main way finds a +1 short sword, a cloth purse containing 17 pp,
that she and her associates can move around Eltabbar and a potion of invisibility buried among the copious
freely is through the sewers deep underneath the amounts of refuse.
city. The authorities never venture down and into this
network of old sewers called Deep Canal unless they Part II: Intrigue in Eltabbar
absolutely have to.

92

The Compromised Agent about her organization and plans. The task simply is
to somehow infiltrate the Probity Corps facility and
Gafna relates to the characters that one of her associ- either rescue or eliminate Jigor to keep him from con-
ates, a young man named Jigor Raxia, was picked up fessing compromising information concerning Gafna’s
by the Probity Corps yesterday. No one has seen or operation and plans.
heard of him since. That is until this morning. Gafna Gafna shares the following with the characters
further relates that she has learned that Jigor is being about the mission:
held at a Probity Corps black site located in the north
end of the city. • Jigor Raxia is a trusted employee/associate
Gafna makes it clear that she needs to have Jigor of Gafna’s.
either rescued or “neutralized” as he knows things
• He was recently tasked with keeping discreet tabs
Deep Canal General Conditions on the Tharchion, Aumaund Halarkoun.
The deep canal has the following features:
• Word is that he was captured by Inquisitors of the
Light. The sewers are completely dark. Probity Corps early yesterday and that he is being
Ceiling. Varies between 8 feet and 10 feet. held at one of their sites on the northside of the city.
Geography. Because the sewers have seen many
additions and renovations over the centuries of their ex- • The Inquisitors at the Probity Corps are legendary
istence, there is a good deal of variety in their physical for their ability to pry information and confessions
setup. The width of each sewer tunnel varies from 6 feet from unwilling subjects.
to 10 feet. The trough part of the sewer can either run
down one side of the passage or the other or down the • Jigor knows sensitive and compromising infor-
middle of the walkway, creating two narrower walk- mation regarding Gafna’s operation and her
ways on either side of the sewer trough. The walkway current plans.
portions of each sewer tunnel vary from 3 feet to 5 feet
wide. Finally, the sewer troughs themselves vary in • At all costs, the knowledge that Jigor has of Gaf-
depth from 3 feet to over 5 feet. na’s operation and plans cannot pass to Probity
Corps hands.
Part II: Intrigue in Eltabbar
• The site is too well defended to be directly
assaulted.

• In the event of an obvious attack, the Probity Corps
inquisitors would secure their prisoners first and
spirit them away to a different location.

93

• Besides, such an obvious attack would bring down Gafna Bilton does not direct the characters on how
too much heat. to accomplish this task. After all, the point of this is to
test their capabilities and resourcefulness.
• What Jigor knows must be kept from the authori- Assuming that the characters do not attempt an
ties, by any means necessary. ill-advised solution such as a frontal assault or burning
the building down, Gafna can provide some further
• Gafna can provide the location of the site, and information and help.
should the characters need them, some passable Gafna will further encourage some effort at
credentials that should at least help gain entrance disguise—if not via a disguise self spell or a disguise
to the building (see below). kit (if either are available to the characters), then
at least some effort to match the nondescript garb
• She also has some information about a possible Probity Corps inquisitors favor. Gafna has significant
way to sneak into the building (see below). resources so should be able to get whatever the
characters require. The credentials should get the
• The Probity Corps building is a repurposed former characters in the door. If reasonable efforts are
inn that was called The Blushing Mage. undertaken, consider awarding advantage or some
other circumstantial bonus on any Charisma checks
• The building has not been run as an inn for at attempted while in disguise.
least two years. Finally, at any mention of poison or some similar
suggestion, Gafna offers a supply of Thaymount scor-
• Gafna believes that prisoners are held in the base- pion distillate (see below) should the characters have
ment of the former inn, but is not certain about that. any interest in attempting to handle matters that way.
Leaving frontal assault aside, a likely fork in the
If any of the characters act with surprise or offense road then is deciding how to gain entry to the building
at Gafna’s apparent ruthlessness, she responds with with the most likely two means being either by stealth
something along the lines of—“We all knew the risks or by bluff/disguise.
when we chose this life. Jigor knew them when he
accepted this mission. He is one of our best and would
rather die than betray us.”
If any of the characters have not pointedly asked
what exactly Gafna’s organization does, she will give a
vague answer about “political resistance.”

94

Stealth. All of the doors on the first floor besides Thaymount Scorpion Distillate (Ingested)
the front are physically barred from the inside and Rare and emerald-green in hue, this viscous poison is
can be forced open with a successful DC 25 Strength derived from boiling crushed scorpions found only in
(Athletics) check. Additionally, the windows are the central Thayan mountains; it retains its efficacy in
magically sealed with the arcane lock spell. However, sauces or food if not baked to charred condition, and
Gafna has learned that the southernmost window off in ale but not stronger spirits. A creature subjected to
the former common room, now general meeting room it must make a DC 17 Constitution saving throw. On
(area PC3), is unlocked. A successful DC 13 Wisdom a failed save, 24 (7d6) poison damage is suffered, and
(Perception) check reveals if the room is occupied the victim gains the poisoned condition for 24 hours.
before any attempt to open the window is undertaken. On a successful save, the creature takes half damage
A successful DC 13 group Dexterity (Stealth) gets and isn’t poisoned. If the victim is brought to zero
the characters through areas PC3 and the current- hit points or less by their initial contact, roll 1d6; on
ly-empty offices in area PC2, and to the top of the any roll except a 1, they rebound, writhing in agony
stairs leading to the cellar. and blinded for 1 minute as they regain 2d6 points of
Bluff/Disguise. The Probity Corp operates in poison damage. They will twitch and hiss from time to
every Tharch and has innumerable inquisitors and time, involuntarily, for the next 1d4+1 hours.
agents spread across Thay. Gafna has two sets of
Probity Corps credentials taken from slain inquisitors and has been permanently sealed off, but it can be
from Delhumide. The names on the credentials are forced open with a successful DC 25 Strength (Ath-
Gextas Rolasi and Cora Yamo. The documents bear letics) check.
no images of their former owners but a detect magic There are four total Probity Corps Troopers (use
spell reveals the faint radiation of abjuration magic guard stats) in this room, a pair of each at the base/
from the Probity Corp insignia on the wax paper doc- head of the two sets of stairs. One pair is stationed
uments. Gafna explains that the rest of the characters at the top of the stairs down to the lower level and
can act as the inquisitors’ guards; inquisitors rarely the other pair guards the stairs going up. All look
travel without an armed escort. thoroughly bored and if the characters pass the
The only unlocked doors to the building are the bureaucracy challenge below, they merely nod as the
main double doors on the south side of the building. characters pass.
The single door on the south side of the building Any approach towards or even eye contact with
accesses the former panty area is locked and barred the no nonsense receptionist results in the following
on the inside (DC 25 Strength check to force). Finally, detached and official sounding request: “Credentials?”
the double doors on the east side of the building are while extending a hand towards the characters, an
similarly locked and barred from the inside (DC 25 obvious invitation to place their credentials in her
Strength check to force). outstretched hand.
After giving the credentials a cursory examination,
Probity Corps Black Site the receptionist asks, “So, what brings you to #37?”
Locations (Areas PC1–PC10) Any plausible answer accompanied by a successful
DC 12 Charisma (Persuasion) satisfies the bureau-
The following areas correspond to the labels on Pro- crat. The check is made with advantage if the charac-
bity Corps Black Site map. ters made any reasonable attempt at disguise.
At this point, the receptionist, Ikar Nalek, digs
PC1: Reception around on her desk for a moment and, after finding
what she is looking for, presents a document and a
The oaken double doors of the repurposed inn open to quill. Without ceremony, she places it in front of the
reveal the reception area of this Probity Corp installa- characters and says, “Fill this out, please.”
tion. All that remains of the previous common room is It is a confusing form containing a series of inter-
the long bar against the east wall. In the middle of this related questions and boxes to check, all dealing with
space sits a desk facing the entrance behind which is the purpose of their visit to this Probity Corps facility.
seated a bespectacled woman (use apprentice wizard The form, titled “Purpose of Visit Form,” is byzantine
stats) of middling years with short cut brown hair who in its complexity and requires a successful DC 13 In-
looks up with an expression of mild annoyance from telligence check to fill out properly. The check is made
whatever it was she was working on. with advantage if any of the characters have either a
There are two doors on the eastern wall. One is governmental or a guild background. Any fellow char-
behind the bar and is accessible by a trap door in the acter can assist, giving advantage that way, as well.
bar top on the northern end of the bar. The other is
located on the northern most part of the eastern wall

Part II: Intrigue in Eltabbar 95

Day vs. Night Conditions and Roster collection of copies of invoices for repairs and mainte-
The location descriptions are for general daylight hours. nance to the building.
After sunset, two additional Troopers are on patrol
on the outside of the building. The two usually sit and PC3: Cafeteria
pass the time near the front door. Neither the recep-
tionist, Ikar Nalek, nor the head Inquisitor, Serena This former dining room is now used as an informal
Halig, are present after dark. However, additional mess and meeting room. It is not often used and
Inquisitors inside may be working on the prisoner it is unlikely to encounter any Probity Corps oper-
after dark. atives here.
Finally, the front door is barred from the inside after
sunset. A successful DC 25 Strength (Athletics) check PC4: Chamber of Answers
can force the door open.
This is one of two places where the characters can
If the characters state that they are here to take encounter Jigor Raxia (use scout stats, but with 3 hit
custody of the prisoner, Jigor Raxia, they must also fill points from his injuries, AC 12, and no weapons or
out a “Prisoner Release Form” which is even worse. armor). If so, he is currently being interrogated by two
This document requires a successful DC 15 Intelli- Probity Corps Inquisitors (use mage stats). Jigor is
gence check to correctly execute. The same modifiers currently strapped down to a chair and, understand-
as above apply to this check. ably, sweating profusely. The two Inquisitors look up
If the characters successfully negotiate the first as the characters enter. The nature of their reaction
form and say that they wish to visit the prisoner, the very much depends on the means of the characters’
receptionist calls one of the two guards over and asks entry. If accompanied by a Trooper from upstairs, the
him/her to escort these Inquisitors to see the prisoner. Inquisitors (one male and one female) look mildly
Jigor is either in his cell (area PC6) or is actively being annoyed but do not object to whatever instructions the
put to the question (area PC4). Trooper delivers, as that is the nature of any well-oiled
If the characters fail the first bureaucratic chal- bureaucracy.
lenge, the receptionist looks confused for a moment If the characters snuck in and suddenly appeared,
and then tells the characters to “Please wait for a mo- the Inquisitors are startled but quickly demand an-
ment while I retrieve the station’s Inquisitor.” She then swers as to who the characters are and why they are
heads upstairs to summon the head Inquisitor, Serena here. Only a successful DC 17 Charisma (Persuasion)
Halig (use mage stats), and the two other Probity prevents the outbreak of violence.
Corps Troopers (use guard stats). Beyond the oaken chair replete with a series of
Serena Halig, a pale-complexioned young woman straps in the center of the room, there are various tor-
with medium-length blonde hair and a practiced ture devices spread around this room including a table
neutral expression, immediately asks to see the char- covered in cruel looking and sharp knives, hooks,
acters’ credentials. She repeats the above question, and pliers.
“So, what brings you to #37?”
A sensible answer accompanied by a successful PC5: Cellar
DC 15 Charisma (Persuasion) mollifies the Inquisitor.
She will then allow the characters to visit the prisoner, This landing was formally storage and the scullery
asking one of the guards to escort them to Jigor Raxia. of the inn. All of that equipment has been pushed to
the walls and clearly has not seen use in quite some
PC2: Offices time. It is unlikely to encounter any Probity Corps
operatives here.
The former kitchen and pantry of the inn have since
been repurposed into two separate work stations, PC6: Cells
each with a desk and a filing cabinet. Most of actual
cooking equipment has been removed, but the hearth This former storage space has been modified to form
and the pantry shelves remain. two separate cells. They are either both empty if Jigor
This room is currently unoccupied. The most Raxia is being put to the questions in area PC4. If
important feature is the set of stairs down leading into not, Jigor Raxia is in the southern cell and looks up
the cellar. curiously as the approach of the characters.
Both desks are covered with scattered papers The bare cells contain nothing of interest. If the
covering mundane Probity Corps business such as characters snuck in, a character using thieves’ tools
Trooper time sheets, receipts for provisions, and a along with a successful DC 16 Dexterity check un-
locks Jigor Raxia’s cell door.

PC7: Meeting Room

If accompanied by a Trooper to either PC4 or PC6,
the Trooper will take Jigor Raxia to this room for

96 Part II: Intrigue in Eltabbar

Probity Corps Black Site Map Second Floor
Main Floor
PC3 PC9 PC10
PC1
PC2

PC8

Cellar PC7
PC4

PC5
PC6

Part II: Intrigue in Eltabbar 97

Jigor Raxia him up front), who wishes to begin doing business in
Eltabbar. His further lied and said that he was hired by
Jigor is a young man with dark hair and a thin build. this merchant to follow the Tharchion and try to find
Further, he is a lifelong resident of Eltabbar. Wherever out what his hobbies and interests are by where he
the characters first encounter him, Jigor is bruised, shops and what he takes an interest in as he moves
battered and understandably despondent. about the city, so the merchant can present the Thar-
If the characters make it clear that they were sent by chion with a suitable gift and not something the Thar-
Gafna either with good role play or via a successful DC chion wouldn’t care about or even find offensive.
12 Charisma (Persuasion) check, he is quite forthcom- He further explains to the characters that he had not
ing about what landed him in a Probity Corps black betrayed Gafna’s trust or revealed anything about her or
site. Otherwise, he will not offer anything up fearing her organization.
that this is an elaborate Probity Corp ruse to trick him Finally, he states that he is not sure if his interroga-
into talking. tors believed his story or not. But in either event, he is
Gafna asked him to track and monitor the move- quite sure that the real questioning (torture) was going
ment of the Tharchion, Aumaund Halarkoun. He was to be starting soon so is ineffably grateful for the rescue.
grabbed suddenly from behind while he was attempting If the characters further gain his trust, he will share
to follow the Tharchion’s retinue as it made its way that Gafna heads an underground resistance that is
through town on an outing of unknown purpose. Ev- plotting to overthrow the Tharchion with the aim of
erything then went black and Jigor found himself here, restoring freedom to the people of Eltabbar. The hope is
in a cell. that their rebellion will be a spark that ignites a broader
He readily explains that his cover story was that rebellion across Thay.
he was hired by a Thayan merchant from another city,
whose name he doesn’t remember (and who paid

98

the characters to interrogate him. After moving the The Wedding
prisoner into the room and manacling him to a chair
(the Trooper will desist locking Jigor in place if the The characters should be 3rd level at this point.
characters so request), the Trooper then departs, leav- If the characters complete Gafna’s three tasks
ing the characters alone with Jigor Raxia. Otherwise, to her satisfaction, she should then be willing to
the Trooper and any other Probity Corps operatives take the characters further into her confidence and
simply depart if the characters respond that they want reveal the full details of her conspiracy. She and her
to interrogate the prisoner where they find him, either co-conspirators seek to assassinate the Tharchion of
in his cell (PC6) or in the Chamber of Answers (PC4). Eltabbar, Aumaund Halarkoun. Her primary co-con-
spirator is Nurush Xamaroth, one of the Eltabbar’s
PC8: Empty Common Room seneschals, who has ambitions of ascending to the
position of Tharchion himself. He has made prom-
Most of the furniture has been removed from this ises to Gafna and her cohorts to enact democratic
former upstairs dining/common room. reforms in the Tharch should he attain the position
of Tharchion. Whether those promises are genuine is
PC9: Trooper Bunks another matter.
The Tharchion is expected to be a guest at the wed-
These two rooms are the same, each containing two ding of Aragos Toslav, the Chancellor from Pyarados
beds and two footlockers each. Each footlocker con- serving here in Eltabbar. As this is one of the bigger
tains a few trinkets, some spare clothing, and a purse social events of the year in Eltabbar, everyone who is
containing between 5 and 10 silver pieces. anyone is expected to turn up for it.
At any time, there are at least two off duty Troopers The wedding takes place tomorrow.
(use guard stats) resting in one of these rooms. The wedding itself will take place at the temple
called “The Dark House of Tyranny,” which is the city’s
PC10: Inquisitor Serena Halig’s Office biggest and most important temple of Bane. Its main
front entrance opens onto the street known as The
What purpose this room served when the building was Way of Arduskan. The wedding is planned to begin at
an inn is not clear. All that remains is a broad hearth, noon with all of the guests and dignitaries arriving in
now cold and unused. In the middle of the room there the minutes before.
sits a desk with two chairs in front of the desk. There Gafna further explains that this cannot be a simple
is a comfortable looking couch against the north wall assassination. It has to be a grand and magnificent
of the room. event that will hopefully capture the imaginations
This is Serena Halig’s office. If after sunset, Serena of all Thayans sparking a democratic revolution
has left for the day. Her residence is elsewhere in the across Thay. So, a knife in the dark will not do.
city. If during the day, Serena (use mage stats) can be Gafna relates that she and her people have been
encountered just about anywhere in the building with working on assembling an explosive device. She
the most likely place being here, in her office. details that those bins of powdered materials that
On the desk, there are folders of papers and doc- the characters saw underneath Pheldanther’s are
uments. If the characters examine them, they find a the prime ingredients. If things go according to plan,
prisoner roster with each name followed by a date, the the device will explode with enough force to kill not
date they were apprehended. The most recent name only Aumaund Halarkoun, but also anyone within
on this list is Jigor Raxia and is dated two days ago.
Finally, the second drawer on the right side is The City Watch
locked. A character using thieves’ tools along with a Should open violence break out or the watch called for
successful DC 16 Dexterity check opens the lock. It any reason, the alarm is most typically answered by a
can also be forced with a successful DC 18 Strength patrol of Thayan Knights. Typically, once the watch is
(Athletics) check. called, the patrol arrives five rounds later. If the events
Inside is a wand of magic missiles and a purse leading to a call for the watch occur in the Daerath Mar-
containing 25 pp and four 50 gp agates. ket, the response time can be as much as twice as long.
A typical patrol consists of six Thayan Knights (use
knight stats).

Part II: Intrigue in Eltabbar 99


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