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Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

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Revenue from the sale of discounted magic items in the enclaves<br />

has far exceeded expectations. Thayan merchants have<br />

long traded their nation’s goods throughout the world, but<br />

they are finding their wares in high demand these days. Before<br />

the change in policy, the vast bulk of Thayan exports were raw<br />

foodstuffs, timber—including that of the highly prized blackwood<br />

tree—and Thayan artwork, jewelry, and crafts, mostly<br />

fashioned by skilled slaves. Such trade continues to this day,<br />

cementing Thay as a mercantile powerhouse.<br />

Everyone the Thayans do business with is aware of their<br />

horrible history and their evil ways. <strong>The</strong> prices and quality of<br />

their wares, however, are just too good to turn down. This suits<br />

Szass Tam and the rest of the zulkirs, who have not given up<br />

their goal of world domination. <strong>The</strong> current plan is to use the<br />

greed of other people as a tool against them. Bearing discounted<br />

goods, Thayans should be able to work their way into<br />

every major economy on Faerûn. Once the Red Wizards have<br />

become entrenched in a nation, they can learn enough about<br />

the locals to dismantle them quietly from within.<br />

Not all the zulkirs agree with this policy. This is particularly<br />

true of the more aggressive leaders such as Aznar Thrul,<br />

as well as those who aren’t in a position to line their own pockets<br />

with the wealth brought in by this new venture, such as<br />

Zulkir Nevron of the school of conjuration. As with most<br />

large projects in Thay, this one could be brought low at any<br />

point by the bickering of the zulkirs.<br />

LAW AND ORDER<br />

Anyone, foreigner or Thayan, traveling in Thay must carry<br />

a pass issued by a tharchion allowing the traveler to use specific<br />

roads and visit specific cities. All tharchions delegate the<br />

task of issuing passes to minor officials and officers, which<br />

means that a travel permit for most points can be purchased<br />

with a suitable bribe (generally, 10 to 50 gp for foreigners).<br />

Soldiers, messengers, and officials engaged in the performance<br />

of their duties are exempt from the requirement to<br />

obtain permission to travel, but they generally carry tokens<br />

of their authority.<br />

Outsiders traveling without authorization find it difficult,<br />

if not impossible, to move about the plateau. Patrols constantly<br />

scour the roads and byways, searching for escaped<br />

slaves (and the occasional brigand, criminal, or foreign spy).<br />

<strong>The</strong> penalty for being caught is usually death. Those found<br />

inside a Red Wizard’s estate, on the other hand, are in for an<br />

even worse fate as the subject of painful magical experiments.<br />

<strong>The</strong> laws of Thay are simple, and the penalties are brutal.<br />

<strong>The</strong>y are mostly concerned with establishing who’s in power.<br />

<strong>The</strong> tharchions and zulkirs consult a set of tomes known as the<br />

Library of Law when faced with a serious problem. However,<br />

most of the time, the authorities ignore these books in favor<br />

of expediency. <strong>The</strong>se are the most important laws of Thay.<br />

Only Red Wizards may wear red robes, so that all shall be able<br />

to identify them instantly.<br />

Do not steal from other Thayans or harm their belongings,<br />

especially their slaves.<br />

THAY<br />

161<br />

Do not kill or harm another Thayan. (In practice, this means,<br />

“Do not kill or harm anyone from your class or above.”)<br />

Obey the orders of your betters.<br />

<strong>The</strong> proscription against wearing red robes is unusual, but<br />

Thayans take it so seriously that most refuse to dress in any<br />

clothing of that color. <strong>The</strong> penalty for being caught in such<br />

garb is execution on the spot. It’s rumored that some of the<br />

forces of the Red Wizards always carry a spare red robe or two.<br />

This is then supposedly thrown onto the body after the guards<br />

have killed someone, giving them an excuse for their actions.<br />

<strong>The</strong> laws of Thay are enforced by whoever claims to have<br />

jurisdiction over the people involved or the location in which<br />

the disturbance occurred. In Thay, just about every Red<br />

Wizard employs slaves or commoners as private guards. <strong>The</strong><br />

more powerful the person, the more numerous and more<br />

skilled the guards. In Thay, might makes right, and the Red<br />

Wizards have plenty of might. <strong>The</strong> trouble comes when more<br />

than one group of guards claims jurisdiction over any particular<br />

issue. This happens often, and when it does, a fight usually<br />

breaks out.<br />

DEFENSE AND WARCRAFT<br />

Thay is a military powerhouse, its combined armies outnumbering<br />

those of all its neighbors put together. However, due<br />

to a lack of cooperation between the various forces, Thay has<br />

never been as effective as it should be.<br />

Each zulkir and tharchion is expected to form a body of<br />

troops known as a legion. Only a sponsor’s resources limit the<br />

legion’s makeup and size. Other Red Wizards are permitted<br />

household forces or bodyguards, too. <strong>The</strong> wealthiest of them<br />

may have thousands of troops at their disposal. Sadly—or fortunately,<br />

depending on one’s point of view—the disparate<br />

Thayan forces work together as poorly as do their leaders.<br />

Only during extreme threats to the entire nation are the various<br />

armies able to put aside their differences and work with<br />

one another. Even then, their cooperation is hardly complete.<br />

<strong>The</strong> various legions include a motley conglomeration of<br />

races and even monsters in their numbers. Goblin slaves, orc<br />

and half-orc mercenaries, and human cavalry are the most popular<br />

troops. Gnolls are common, but due to their cowardly natures,<br />

they are most often deployed as skirmishers and raiders<br />

rather than as front-line troops. Companies of hill giants, ogres,<br />

and trolls make terrifying foes on the field of battle.<br />

Cavalry units use many different kinds of mounts, including<br />

creatures not ridden anywhere else in Faerûn. Centaurs,<br />

manticores, leucrottas, griffons, hippogriffs, giant<br />

beetles, and even dragons serve Thay’s elite troops, although<br />

horses are much more common. <strong>The</strong> most notorious units feature<br />

female riders mounted on the feared black unicorns bred<br />

by the Red Wizards. <strong>The</strong> best-known army of Thay is the<br />

Griffon Legion, a group of some four hundred Red Wizards<br />

commanded by the tharchion of Pyarados—currently Tharchion<br />

Nymia Focar—soaring through the skies on the backs<br />

of griffons.

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