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Dreams of Red Wizards Module Fr6 (Advanced Dungeons and Dragons Forgotten Realms Accessory) PDF

74 Pages·1989·2.16 MB·English
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Dreams of the Red Wizards by Steve Perrin Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 History of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 People and Society of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Geography of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Current Economy of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Current Politics of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Magic of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Religion of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Personalities of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Adventures in Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Pullout Section: Players(cid:146) Guide to Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29-36 Map of Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20-21 Credits: Editing: Karen S. Boomgarden Cover Art: Clyde Caldwell Cartography: Dave Sutherland Typography: Kim Janke Interior Art: Valerie Valusek Keylining: Stephanie Tabat TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB WI 53147 USA TSR, Inc. United Kingdom PRODUCTS OF YOUR IMAGINATION(cid:153) ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, BATTLESYSTEM, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of TSR, Inc. ' 1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. 9235 9235XXX1501 INTRODUCTION This book is a description of Thay, said Of course, this book also provides the law, even if the laws are evil, then you by some to be the most evil land of the necessary information for FORGOTTEN may want to change the attitude of the Forgotten Realms. It is the home of the REALMS(cid:153) role-playing campaigns set in gnoll patrols who maintain the law as powerful, evil Red Wizards, whose Thay and among her neighbors. they see it in the cities of Thay. whim can move mountains and sum- The second use for this book is to If you are more comfortable with a mon great demons to lay waste to arm- show how events in Thay and the sur- society in which everyone has some civ- ies. Besides the great magic that seems rounding countries can interact with il rights, then you will have to make to fill every corner, the land is famed adventures set anywhere in the some other, perhaps very subtle, for its rich prosperity, with exquisite, Realms, from Neverwinter to Skuld, changes in how this society looks at the exotic craftworks and rich culture. For and everywhere in between. adventurers who enter it. all of these things, Thay is perhaps the If you are a DM whose campaign is set And, of course, study the history and best-known (and least-visited by those in the Realms, and wish to use Thay as a geography of both Thay and its neigh- good men who value their freedom) of site for occasional adventures (see Res- bors. These are the foundation stones the Eastern Lands. cue! in the appendices) or a complete of heroic legends and current national The realm is also known for its campaign you should read the entire politics, and both can be good founda- ancient heritage, byzantine govern- book, referring to the accompanying tions for exciting adventures as well. ment, and magical-based society. Its map when the wealth of information Welcome to Thay. May you and your slave-traders and slave-gatherers are about the international relationships players(cid:146) characters live through the feared throughout the Realms, and its becomes overwhelming. experience. traveling wizards can walk unham- If you are going to allow player char- pered through the most squalid streets acter magic-users who originate in of Tethyr. To most folk of the Realms, Thay, study the chapter on Thayvian Thay is the great eastern threat, the magic particularly closely. There are land of bloody-handed wizards who at many differences between the stand- any moment might swirl across their ard AD&Dfi game system magic-user borders on the backs of fire elementals and a Red Wizard(cid:151)no matter how far and lay waste to the world. along the Red Wizard is in his studies. Many of these fears have some basis This is also necessary when looking at in fact. This book attempts to lift the the descriptions of the major NPCs in veil of rumor and reveal what the Wiz- the appendices. Looking at them with ards of Thay are truly capable of, and the eye of a standard AD&D game sys- why the lands around the Inner Sea tem DM will only confuse you. have a true cause to fear the Dreams of If you are running player characters the Red Wizards. from other lands who are journeying to Thay, emphasize the rumored differ- How To Use This Book ences in magic without being specific. The players will learn about the real dif- This book has two uses for the ferences soon enough. FORGOTTEN REALMS(cid:153) game cam- For a full campaign in Thay, be sure to paign DM. First, it provides a look at look at the society and politics chapters Thay and the lands surrounding it, closely. There are differences here that complete with enough statistics that a can be quite alien to the Western- BATTLESYSTEM(cid:153) Fantasy Combat Europe-style campaign possible even in Supplement campaign can be set up Cormyr. There is an underlying evil to using the information supplied within this society that is foreign to even Amn and some translations from raw popula- or Zhentil Keep. The people of Thay are tion statistics to BATTLESYSTEM Fantasy different from the people of the west- Combat Supplement characteristics. ern lands, and the differences can be There are certainly sufficient reasons for subtle and trip up player and DM alike. Thay and her neighbors to go to war with Of course, you are free to change one another, as you will see, and the stra- some aspects of this culture to better fit tegic situation is sufficiently complex to your own playing style. If you are more make for some interesting maneuvers comfortable with a society where the and battles. police can be counted on to enforce the 2 HISTORY OF THAY History of the Region the first effects of the other great Dawn, and turned over in its bed of destroyer of empires: decadence. apathy to sleep the sleep of decadence. (cid:147)The East(cid:148) is shrouded in mystery to Unther could not reach the elves of Since then, Mulhorand has not claimed those lands to the west of the Inner Sea. the Yuirwood with its traders or its any part of Thay, though they have had The entire east and south is considered armies. Rather than circumvent the for- to defend themselves, quite successful- an area of vast magics and strange tyr- est, it sat where it was and first lost ly, against two invasions from that annies. These considerations are quite Altumbel, then the North Shore Coastal upstart country. close to the truth. cities, to forces of rebellion against its Thay Before the beginning of the current smothering bureaucracy, led by the Age, there were four great lands who freethinking freebooters who led the Their independence secured, the Red controlled the east of the Inner Sea. In migrations east from Amn. Then Wizards set about to establish their the north were Narfell and Raumathar, Unther retreated from the south shore own nation. The first order of business to the south were Unther and under similar pressures. The city-states was sending the major demon back Mulhorand. The northern nations were that remained formed a loose union where it came from-an effort that cost relatively young, coalescing out of wan- known as Chessenta that still remains, them several Wizards. Then they estab- dering tribes about a thousand years though the unity of the cities is laugha- lished their capitol of Eltabbar (some before the end of the previous age. ble to any true nation. say this is named after the demon) and Unther and Mulhorand had first Mulhorand, perhaps because it had a began to order their new country. appeared as that age was dawning. land connection to the north, managed to Initially, the Red Wizards ruled their The southern nations had long since hold on to its northern conquests longer, new nation themselves, gathering in a found the Alamber Sea a sufficient bor- but eventually, lost them to a home- Council to make any necessary deci- der to keep their interests apart. They grown menace. About four hundred sions. Each Wizard tried to extend his fought for trade rights and for posses- years ago, a sect calling itself the Red Wiz- own powerbase, taking on apprentices sion of the few islands of the sea, but ards declared its freedom from the god- and recruiting other wizards. Many neither seriously invaded the other kings of Mulhorand. They rebelled from magic-users from Mulhorand who had country. In the north, however, there the rule of the theocracy and demanded not participated in the rebellion immi- were no such convenient barriers to more freedom for magic research. grated to Thay to partake of the greater the march of armies, and the two giants The sect originally sprang up all over freedom for magic-users there. Within of the north were constantly at war. In the old kingdom, but its center of a century there were too many Wizards these days, no one knows what their strength was in the northern prov- to operate as a ruling Council. Every source of enmity was, but stories of inces, where the natives did not have decision was reached, when it was their wars and heroes are still the staple the inbred reverence for the god-kings. reached, only after weeks of debate. of any wandering bard of the eastern The wizards led an army to raze the Moreover, magic-users are not well Inner Seas. capital city of Delhumide and declared suited to governing. To remain good Eventually, the two nations slew each themselves the free nation of Thay. magi they must continually research other with great magics. Stories in Then they marched south, taking the and practice their craft. This leaves lit- books found in Myth Drannor tell of other cities of northern Mulhorand tle time for statecraft and governance. demons summoned, dragons called, with little trouble. Recognizing the problem, the Red and cities burned. The war came to an Mulhorand roused itself from its stu- Wizards devised the current system end with neither nation surviving. This por long enough to hire an immense (described in the Politics chapter of this took place about 1500 years ago, just mercenary army from Chessenta and book) of Tharchions ruling provinces before the explorers of Tethyr and Amn send it into the land now called Thay by and Zulkirs chosen from among the began to open up the Inner Sea to the its new masters. The Red Wizards met Red Wizards to rule the entire nation. current age. this army on the farming plains of Tha- Thay(cid:146)s history since independence Both Mulhorand and Unther moved zalhar. The Wizards met the vastly was gained is a cycle of internal strife, to fill up some of the space left vacant superior numbers backed with some of unification to try to conquer neighbor- by this catastrophe. Unther lept across the less apathetic priests of the god- ing lands, and so on around the circle. the Eastern Reach to plant cities on that kings with sorcery, including what has The first major period of strife was body of water(cid:146)s northern coast; been described as a major demon, who directly after the foundation of the rul- Mulhorand founded the cities of Bezan- slaughtered vast hordes of mercenaries ing Zulkirs, when objecting Wizards tur, Tyraturas, Amruthar, Delhumide, before the invaders broke and ran. marshalled their forces and attempted and Nethjet in an effort to reach the Mulhorand effectively shrugged its to destroy this new government at northern survivors of the great war. massive shoulders, further fortified the birth. However, they were disorganized But both nations were already feeling city of Sultim and the River of the 3 and warred among themselves (several by the Tharchion of Thaymount and 1030 DR Establishment of Zulkirs as had kingly ambitions of their own) and the Zulkir of the School of Divination, ruling body of Thay the Zulkirs slowly established their rule who have taken advantage of a period 1031-74 Internal strife in Thay as over a period of almost 40 years by mili- of Aglarondan laxity to march down off DR Zulkirs continue to establish tary victory and occasional co-opting of the Thaymount and take over the trad- rule opponents into their ranks. ing towns of Nethentir and Nethjet. 1065 DR Battle of Ingdal(cid:146)s Arm There is also a second prong to their Brindor First King of The Conquering Wizards attack, but that is not immediately evi- Aglarond dent to the casual observer. 1082 DR Building of Emmech Since the establishment of their nation, The third scheme is perhaps the most 1085 DR Building of Giants Wall the Red Wizards have had to trade (or ambitious. The Zulkirs of Evocation and 1097 DR Founding of Impiltur steal) for many things they consider Conjuration have combined with the Imphras crowned King necessary for their lives. They would Tharchion of Lapendrar to open a gate 1104 DR Birth of Zulkir Szass Tam rather conquer and control the lands to the Elemental Plane of Fire, assemble 1117-54 Breakup of Chessenta Alli- that produce these items, so the Zulkirs an army of salamanders and efreeti, DR ance into squabbling city- and Tharchions are continually schem- and purge the North Coast of competi- states ing and planning to gather armies and tors to Bezantur once and for all. 1122 DR Imbrar King of Impiltur march on one of their neighbors. Naturally, all this activity has not gone 1127 DR Ilmara Queen of Impiltur Invariably, those Wizards who are unnoticed. The Zulkir for Enchantment 1128 DR Althon King of Aglarond not in on the planning of the conquest and Charm is most alarmed at all this 1132 DR Creation of Long Portage decide that either (1) it is really just a adventurism, since his plan of steady 1142 DR Redsail the pirate retires to scheme by the organizers to take over assassination of heads of state has bare- Aglarond Thay itself or (2) the organizers will get ly gotten off the ground. 1159 DR Zulkir Szass Tam becomes too powerful and use their new power This is the nation that adventurous lich base to take over Thay and/or exact a player characters may be entering at 1189 DR Elthond King of Aglarond revenge on the other Wizards for real any moment. 1169 DR Imphras II King of Impiltur or imagined slights. Thus, those left out 1194 DR Battle of Singing Sands of the planning either (1) try to subvert Timeline Philaspur King of Aglarond those working with the planners into 1197 DR Battle of Brokenheads sabotaging the effort or (2) try to take (cid:151) 150 DRMutual Fall of Narfall and Grey Sisters Queens of over the homefront power base of the Raumathar Aglarond planners while they are off conquering. 1 DR Founding of Cormyr 1225 DR Lashilmbrar King of Impiltur The fact that the Wizards not 163 DR Founding of Altumbel 1237 DR Marriage of Thara of involved in the planning might be very 482 DR Delthuntle and Laothkund Aglarond to Elthar of right about the real motivations of the break free of Unther Milvarune planners does not help build tranquili- 504-679 Steady erosion of Unther(cid:146)s Alliance of Thesk and ty. Thus, the military history of Thay is DR control of North Coast Cities Aglarond one of grand conquests splendidly 756 DR First fisherfolk in Aglarond 1257 DR Halacar king of Aglarond embarked upon that end in squabbling 823 DR Mourktar breaks free of 1260 DR Battle of Lapendrar and disaster. However, the Wizards Unther Ilione Queen of Aglarond keep trying. 870 DR Adventurers begin to clear 1294 DR Rilimbrar King of Impiltur the monsters out of the Yuir- 1317-23 Great Plague of the Inner Current Operations wood DR Sea 922 DR Battle of Thazalhar 1317 DR Targuth Athkarr becomes At this time, there are three major 929 DR Alliance of Chessenta drives Huhong of Rashemen schemes of conquest in operation. Unther back beyond the 1320 DR Simbul Queen of Aglarond Riders To The Sky mtns. 1334 DR Hyarmon Hussilthar The first scheme of conquests con- 934 DR First Thay invasion of Rashe- becomes Huhong of Rashe- sists of Szass Tam, Zulkir of Necroman- men men cy, and the Tharchion of Gauros, who 937 DR Alliance of the Cities of The 1338 DR Sambryl Queen of Impiltur are attempting once again to conquer Golden Way into Thesk 1357 DR The Present Rashemen, this time behind an army of 975 DR Telflamm annexes Nyth and zombies. Culmaster and establishes The second scheme is masterminded own nation 4 The Lands discovered that the elves of Aglarond the fortress of Emmech, at the mouth had grown few and humble, weakened of the Umber, and the (cid:147)Wall of Giants(cid:148), Surrounding Thay by disease and continual warfare with constructed by giants in return for To a large extent, the history of Thay is the mountain trolls and the dark elves some mysterious magical service Brin- that of the neighboring nations. The fol- of the mountain depths. Most of the dor gave them, which prevented any lowing is a brief description of the his- fisher-folk remained ignorant (and fear- army that crossed the Umber Marshes tories of these nations and how they ful) of the forest depths, and did not from sweeping into Aglarond(cid:146)s growing relate to their imperialistic neighbor. venture far into the trees, but the farms. hunters and adventurers fought the Brindor(cid:146)s heir, Althon, began a great Aglarond trolls and (rarely) the drow, knowing program of irrigation, road-building, the elves first as wary allies and then as and careful husbandry of the much- Initially a wilderland inhabited only by friends-and within another genera- shrunken woods of Aglarond; eventu- a few sylvan elves, satyrs, and the fell tion a proud (if few in number) half- ally to become known as Althon (cid:147)the forest denizens known more to men in elven folk had come into being in the Old(cid:148), he lived nearly a hundred win- fable than in fact (owlbears, stirges, and depths of the woods, the elves being ters, and in his time Aglarond grew into the like), Aglarond was little disturbed completely absorbed into the half-elven a strong and happy realm, despite the by men as settlement spread east across stock. Over the next decade, the drow growing power of Thay and the many the Inner Sea an age ago. (cid:147)went under(cid:148) (ground) and came to cities along the coast to the south of Often visited by pirates and others Aglarond no more, the trolls were near- what is now known as the Yuirwood. seeking a temporary refuge or timber ly eradicated, and the satyrs all left (The wood gained this name because of to cut, Aglarond remained unsettled for Aglarond or perished in the forest the Yuir, the name of the original elven many long winters. A few hermits eked wars, until the half-elves came to rule tribe that lived there). Althon had two out an existence in coastal caves and lat- all of Aglarond(cid:146)s wooded interior. Indis- sons, Elthond and Philaspur. Elthond er Aglarond became something of a criminate woodcutting continued perished in the first great battle against retirement refuge for pirates(cid:151)those around the villages of Oskur and Slusk the forces of Thay, Singing Sands (1194 too old, notorious, or badly maimed to in particular, and at length the half- DR, so-called for the lamenting women continue faring. At length, fishermen elves grew angry enough to move down of Aglarond, who cried and sang all seeking untouched areas moved to into the fishing villages and take over. night as they took up the bodies of their Aglarond(cid:146)s shores, and slowly small This led to several armed skirmishes, slain men from the sands around settlements of fisher-folk took hold on notably a pitched battle at the remote Emmech), and Philaspur reigned there- the rocky coasts. These villagers faced anchorage of Ingdal(cid:146)s Arm, in which the after, perishing himself at the fortress the sea, and although the woods at their (cid:147)pure(cid:148) humans perished to a man, but of Glarondar in the battle of Bro- backs seldom erupted to endanger at length the half-elves prevailed. kenheads (1197 DR). Philaspur(cid:146)s daugh- them, they did not explore inland, or For a time there was ill-feeling, but ters, Thara and Ulae, ruled together boldly cut and fell timber in the manner the just rule of the half-elven (and their after his death: long and well. Known as of the settlers of Cormyr, Sembia, and undeniable and ever-increasing blood the (cid:147)gray sisters(cid:148) for their raiment, the Dalelands. The far-off pinnacle and ties to the fisher-folk) soon welded the they developed their magical arts to the endless woods remained hostile people into a loyal fellowship under the awesome heights, and were believed to places for generations; those who ven- rule of a king. The first king (the senior have thwarted many forces from Thay tured too far in did not return. warleader of the elves) was the aged ere these reached Aglarond(cid:146)s borders, As the woodcutting slowly ate away Brindor; he established a fighting corps by means of shrewd dweomercraft. In at the forest edge, skirmishes with of veterans and youths, named an heir their later years, both took husbands(cid:151) owlbears and satyrs became more com- (as he had no surviving mate or off- Thara wedding Elthar of Milvarune, mon, and were-creatures began to spring of his blood) and began a tradi- gaining thereby the friendship of Thesk appear. Adventurers on the run or tion of government by monarchy and (which survives to this day); and Ulae seeking employment also began to council, each village choosing a repre- wedding the forester Ilion. Thara and arrive in Aglarond, and for a brief, sentative or elder to be a part of the Elthar had no children, but Ulae bore a bloody decade still vivid in the songs council, to advise and debate with the son, Halacar, and a daughter, Ilione. and travelers(cid:146) tales, men slaughtered king. Those who could not accept the Halacar reigned from the death of his the most dangerous and aggressive of rule of the King moved west, into mother (1257 DR) through a disastrous Aglarond(cid:146)s monsters. Altumbel, or north and east into Thesk. campaign against Thay, and died-of As the dangers of the wood grew Theskan raiders (and later, the growing poison, it is thought-in the winter of fewer, hunters and fur-trappers ven- threat of Thayl were countered by 1260 DR, without wife or offspring. His tured further inland(cid:151)and eventually Brindor(cid:146)s only great engineering works: sister Ilione came to the throne inexpe- 5 rienced, but was wiser than Halacar, in the cold, until on the afternoon of the fell, a thing of wondrous magic hidden and carefully built Aglarond(cid:146)s strength, fourth day, the exhausted human in the old dweomercrafter(cid:146)s tower in immediately naming as heir her defenders were pushed back, out of the Lyrabar, where it had slumbered these apprentice, the young and mysterious heights, and forced down onto the many years, and of magic swords sorceress known only as The Simbul, plain(cid:151)for although they fought valiant- there(cid:151)and then fell dead, smiling. And and ruling long and wisely as Aglarond ly, and commanded the natural heights Imphras took the crown, and raised a prospered. and strongpoints of the Pass, the hob- small tower at Filur, and ruled there, Ilione died of plague in 1320 DR, and goblins (cid:147)were without number or end,(cid:148) and in time wed Sambral and had heirs. since that time the Simbul has ruled the as the sage Amphyr (who was a bow- But it was not in his time that the hob- realm with magery greater than any man in the battle) put it, and just kept goblins came again. Sambral died, and known in the Inner Sea lands since the coming over the bodies of their own after grieving Imphras followed. Their fall of Myth Drannor; she is thought to forces, until they wore out the son Imbrar took the throne. His sister still live, and Aglarond still survive, defenders. Ilmara became a sorceress under because she personally overmatches Imphras fled across the plain, harried Mhilra of Milvarune, and found scrying even the infamous Red Wizards of by the hobgoblins, until he reached stones of lost Myth Drannor in her Thay. Bluefang water, where he rallied his adventures, and founded Ilmwatch. In If the Simbul herself has apprentices men to stand against the invaders. those stones she found the hobgoblins or a chosen heir, she has not publicly Some came against him; twice his own stirring. Imbrar went up against the identified any such to the Council. Her force at least(cid:151)but others ignored the hobgoblins before they could attack the style as Queen of Aglarond (a title she warriors and ran southwards, past the realm, and he was not seen again, but never uses, preferring to be known men of Imphras, to take and loot the cit- neither were the hobgoblins. And the only as (cid:147)The Simbul(cid:148)) is her own, differ- ies on the coast. magical swords that he and his guard ent from her predecessors and coun- And there the hobgoblins were met wore, the legacy from Soargar, were terparts in other realms. As Mirt of by the women the warriors had left lost. Waterdeep once said, (cid:147)Ah, that Lady- behind, with swords in their hands, and Ilmara, sorrowing, took up the crown she goes her own way.(cid:148) That way must among them stood Soargar, the old of Narfell and the rule in Filur, and after needs be a narrow and often treacher- archmage of Lyrabar, standing with forty winters took to husband Rilaun of ous one; Aglarond(cid:146)s future may well two sticks; and the young sorceress Sarshal, a young warrior half her age, hang in the balance. Sambral, and her guest, the archmage and had a son, whom she named The royal banner of Aglarond is three Velgarbrin of Baldur(cid:146)s Gate(cid:151)and these Imphras, and crowned king. Rilaun was white stars on a royal blue field. last three unleashed magics that have wroth, and took arms to seize the never again been seen so gathered on crown, but he was murdered ere he Impiltur one field from that day to this; the earth could take it, and Imphras II reigned opened, hobgoblins were snatched into with his mother as regent until he was Impiltur was formed two hundred and the air by invisible hands(cid:151)and hurled 16 winters old. sixty winters ago, when the city states to earth again, balls of fire crackled and And in time he took to wife Lasheela of Lyrabar, Hlammach, Dilpur, and roared all about the screaming hordes, of Dilpur, and had many sons; and the Sarshel united under Imphras, war- and lightning leaped and hobgoblins crown passed to Lashilmbrar, and then captain of Lyrabar, to face the menace fell. to his son Rilimbrar, and then to Rilim- of hobgoblin hordes advancing from When at last the spells were done, the brar(cid:146)s eldest daughter, Sambryl. the Giantspire mountains, from hobgoblins were fewer than before, Sambryl is a mage of power (CG 17th whence they had only raided sporadi- but still they came forward, to cut level M-U) who does not like to rule; so cally before. down the women(cid:151)and then Imphras she walks the kingdom freely, leaving The human armies, bolstered by with his few surviving men fell on their the defense of the realm in the hands of wood elves from the Grey Forest and rear like a scythe takes down grass, and twelve lords of the Realm tall descen- dwarves from the Earthfast Mountains, they fell and were routed. dants of Imphras II): Kylraun; Imbrar; met the hobgoblins in the High Pass The gathered folk of the cities Lashilaun; Soargilm; Haelimbrar; Sam- west of the River Icehilt, and there was encamped upon the plain and Soargar brar; Rilimbraun; Imbraun; Silmgar, great slaughter. The High Pass was breathed his last, drained of life by the Silaunbrar; and Rilaunyr. (cid:147)choked with the bodies of the fallen, use of his art, yet content, and he bade Impiltur today is a war-ready realm, and blood began to flow like a river ere the elders of all the cities make Imphras still on the frontiers of civilized lands, it froze; a red river that ran down out of their general, against the hobgoblins but largely at peace and friendly with the heights, onto the rocks below.(cid:148) This coming again. They did so, and Soargar its neighbors of Telflamm, Thesk, bitter struggle went on, day and night, told Imphras of the lost crown of Nar- Rashemen, and Aglarond. With these 6 nations it keeps a wary eye on Thay, that nation died in its mutual war of not overwhelmed Thesk, or at least tak- supporting them all in their occasional extinction with Narfell, the inns and en its easternmost trading cities away wars with that realm of wizardry trading stations along the Golden Way from it, is that it would leave them with because Impiltur knows that if any of (each established approximately 1 day(cid:146)s very vulnerable flanks to Rashemen, these realms should fall, Thay would be slow packhorse(cid:146)s travel away from its Aglarond, and even Impiltur. The Red nowhere as friendly a neighbor. neighbors) became centers for the refu- Wizard policy has traditionally been to Impiltur is still a land of opportunity gees from the kingdom(cid:146)s destruction. secure the flanks, first. for the daring and hard-working; rich The easternmost of the cities became Relations with Others new copper, silver, and iron lodes have part of the new land of Rashemen. The Nations been found north of Lyrabar and near others were briefly under the sway of the High Pass, and trade is increasing in Mulhorand, but aside from collecting During the establishment of Aglarond, the area. taxes, the god-kings had little to do with raiders from Thesk would terrorize the The arms of Impiltur are a crossed the people that far north. small villages that make up that coun- sword and wand on a dun banner, bor- The cities banded together and allied try. However, the traders of Thesk soon dered in scarlet. themselves with the people of the forest came to realize that the Aglarondans and hills. They called themselves Thesk Telflamm would be far better trading partners after the mountain ridge in the center than victims. The marriage of one of of the lands they claimed. Together, When Thesk was formed, the Heirarch the rulers of Aglarond to one of the they drove out the Mulhorani tax col- of the coastal city of Telflamm was princes of Thesk cemented the relation- lectors and established their loose con- snubbed by the autocrats of Phsalt and ship, and now they are fast friends. federacy. When the Red Wizards first Milvarune. As a result, Telflamm The city of Telflamm is a trading rival, rose, the cities of Thesk supported refused to join with the other cities in but supports them against Thay and them to establish a buffer state their union, and kept its satellites, acts as a convenient duty-free seaport between them and the ancient empire Culmaster and Nyth, from joining as in Thesk(cid:146)s relationships with other to the south. They have since come to well. nations. regret this decision, but live with their Despite this history of hostility, When not fighting Thay, Thesk is glad aggressive neighbor as best they can. Telflamm is friendly to Thesk, and to act as an intermediary between Thay The government of this land is an oli- while they are ostensibly trade rivals, and potential trading partners who dis- garchy made up of the rulers of the they cooperate in defense and safe- like supporting the economy of a slaver trading cities along the Golden Way guarding their shares of the Golden nation like Thay. Theskite merchants from Two-Stars to Milvarune, which Way. buy Thayvian produce and products acts as the capital (mostly because it is Telflamm is a favorite port for adven- and sell them at generous profits to so far removed from Thay). turers coming to the Eastern Realms. Impiltur, Cormyr, and anywhere in They specialize in outfitting adventur- The Nomads between. ers, and maps to the treasures of The rough nation of Impiltur is one of Raumathar and Narfell are a stock in The nomadic tribes who run their Thesk(cid:146)s main customers for all manner trade of the city. Some of them are even flocks in the Mountains of Thesk in the of commodities. accurate, though they tend to lead to center of the land also protect the cities Mulhorand already-looted sites. Still, one never and are a thorn in the side of any invad- knows what previous looters may have ing army from Thay. Their tactics are This (cid:147)Sleeping Giant(cid:148) has been in exist- missed. . . ideally suited to hit-and-run and they ence through three ages of the Realms. Telflamm has never been conquered. work in such a scattered fashion that An age ago it was a vital and aggressive It is of much more use as an open city. mass destruction spells cannot damage power, controlling most of the Alamber very many at a time. Thesk Sea and the entire Priador plateau. The The nomad magic-users are mostly god-kings were said to be (cid:147)in their shamans, but shamans who have This is the land between Aglarond and prime.(cid:148) grown in power (perhaps because of Impiltur. Its main reason for existence Now the god-kings (who seem to be the proximity to Thay) so that they are is the trading path called The Golden exactly the same people) are said to be equivalent to Druids. They use many of Way which has been traditional for (cid:147)in their dotage,(cid:148) and Mulhorand is a the same spells, with some differences traders from the north and east since sleepy and decadent land. The god- because of their plains and hills exist- before the current age. At one time it kings make occasional pronounce- ence. was controlled by Raumathar. When ments from their towering palaces in However, the main reason Thay has 7 Skuld, the City of Shadows, but the church of the land and must be acolytes the church of the god kings. All slaves country is really run by the bureau- of the temple (though they study and are considered to be owned by the god- crats of the temple, who are happiest use their magic in the usual way). This kings, not individual owners, and must when everything happens just as it has church control of magic is one of the be rented from the church. happened for the last two thousand major reasons why the Red Wizards years. broke away from Mulhorand and Rashemen Mulhorand has not attempted con- formed their own country. quest since the Red Wizards drove it Visiting magic users must register at This land has existed since the mutual back from Thay. But it is a rich land, the temples of the god-kings and either destruction of Raumathar and Narfell, with great natural resources and a heri- pledge to support one of the temples before the beginning of the current tage of priestly sorcery and enchant- with their magic or suffer their Age. Sages speculate that Rashemen, or ment. spellbooks to be sealed. Breaking the the Far Land as it is known, is the last It is well known that there is a wealth seal notifies the officials of the act, and remnant of Raumathar, but if so, they of magical items available to the rulers the temple guards, which include their have retained no knowledge of that of Mulhorand, should they ever care to own magic-users, are quick to respond. fabled ancient kingdom. use them. The Statues that Walk are The people of Mulhorand, when they Apparently, Rashemen existed in rela- only one of hundreds of such items in think about Thay at all, consider it a tive isolation until the founding of Thay the land, and most of the items are province that will return to the fold and the first Thayvian expedition to available to the lords and military of when they realize the folly of magic conquer that land. At that time, the that land should it be seriously threat- unsupervised by priests. The god-kings Witches of Rashemen made their pres- ened; therefore, everyone just lets the are still called Protectors of the Priador ence felt for the first time and the Red sleeping giant lay, hoping that some- whenever their entire list of titles is Wizard army was destroyed in one flur- thing will happen to it to let all of that announced by a herald anywhere in the ry of sorcerous might. Since then, the magic free to the other kingdoms of the Eastern Realms. legions of the Red Wizards have faced Inner Sea. Like Thay, Mulhorand is a slave state, off against the (cid:147)fangs(cid:148) of Rashemen Mulhorand is unique in the Realms in with most of the slaves concentrated in over the border formed by Lake that magic-users are subservient to the the great temple farms controlled by Mulsantir and the Gorge of Gauros, a 8 stalemate broken only by occasional wish to deal with the Red Wizards, but mutual defense and some trade pacts. Thay incursions which are destroyed find the money of their agents in Amru- The Western cities, which perceive or repelled by the Witches and the stal- thar to be just fine. themselves as less in peril from the Red wart fighters of Rashemen. The city does have lively politics, with Wizards, are usually slow to respond to Rashemen is ruled by a Huhrong, or three main groups vying for control. a threat to their eastern neighbors from Iron Lord. The present Iron Lord is THE REALISTS want to keep Thay Thay. Hyarmon Huzzilthar, a grizzled, gray- happy and themselves free. In short, Of these (cid:147)cities,(cid:148) most are actually and-white bearded veteran of seventy- this is the status quo party and, count- towns. Only Delthuntle, Laothkund, six winters; he has directed (cid:147)the fangs ing the citizens who think everything is Hilbrand and Escalant are truly cities, of Rashemen(cid:148) for twenty-three win- just fine and refuse to have anything to with populations over 5,000 people. ters. since he was chosen by the Witch- do with politics, is by far the largest Delthuntle and Laothkund have popu- es in a process they do not reveal. He party. lations of about 50,000 each, Hilbrand replaced the senile (cid:147)Old Wolf(cid:148), Targuth THE AGLARONDANS want to invite and Escalant about 20,000 each. Athkarr, who in his turn held the High Aglarond in to govern them. Since The cities have fought among them- Seat in Immilmar for seventeen win- Aglarond has no inclination towards selves and against their trade rivals in ters, after the death of his predecessor, extending itself out that close to Thay, Chessenta more often than they have Lethgar Mimdusko. Targuth was taken this is not a very realistic party. fought Thay or any other invader. Wars in by the Witches, and never seen THE INDEPENDENTS wish to sever among the cities are fought by merce- again; he is believed to have been care- all ties with Thay, impose severe duties naries, mostly from Chessenta, and the fully tended until death, for the Witch- on Thayvian goods, and generally treat warfare is one of maneuver and advan- es (as Rashemi say) (cid:147)are like that.(cid:148) Thay as if it were just another country, tage, with one city(cid:146)s forces surrender- Details of Rashemen history, aside and not a very popular one, at that. This ing if they are obviously outmatched by from the annals of Thayvian invasions party is halfway between the Realists a foeman. routed, are not easily come by. Very few and the Aglarondans in size. At this point in time, the cities of Las- of the populace are literate and the dur, Taskaunt, Murbant, and Tahasse- Thazalhar Witches are the keepers of lore, and len are in flames. See Adventures, (cid:147)Fire they do not disseminate this informa- Time.(cid:148) This once-rich farmland is now a buffer tion to common travelers. zone between Thay and Mulhorand. It City of Amruthar was devastated in the war between the Mulhorand and the rebels who found- Amruthar was founded by the god- ed Thay. kings of Mulhorand in their efforts to Now the land is called (cid:147)one vast grave- colonize the northern lands of the yard.(cid:148) Farmers no longer till its Inner Sea after the mutual self- enriched soil and it lies fallow and bar- destruction of Narfell and Raumthar. Its ren. location on the Lapendrar is a strategic The Coastal Cities one, and it has been an important trad- ing city since its inception. The cities of Delthuntle, Nethra, Teth, During the war of rebellion against Laothkund, Hilbrand, Lasdur, Mulhorand, the city fathers of Amru- Taskaunt, Escalant, Murbant, and Thas- thar sided with the wizards immedi- selen are known as the Coastal Cities, ately, offering them alliance. This is one the Cities of the North Coast (of the reason that the city has never been Eastern Reach), and the Free Cities. under the sway of the Red Wizards They were established by settlers from since the establishment of Thay. Unther at the dawning of the new age Theoretically, this is an independent and later on by pioneers from the West. city, with the the River of Sorrows The easternmost cities have been under (Lapendrar) keeping it from Thay. the control of Thay at one time or Actually, Amruthar is a puppet state another for the last four hundred depending entirely on the whim of the years, but are currently free. Red Wizards. Just now, it serves as a Each city is independent, but they convenient trading center for those have a loose association for purposes of countries whose merchants do not 9

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