Thayan Enclave

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

A mercantile community within an established settlement, run by the Red Wizards of Thay.


Thayan Enclaves of Faerûn


The Xaeyruudh Campaign

There will be a few changes, additions, and clarifications to the list assembled from official sources.

  • As noted in LoD, there are no Enclaves in Aglarond, Mulhorand, or Rashemen; they are also banned in Cormyr and Shadowdale due to the influence of the Harpers
  • Karatin — as part of a deal allowing a Shou Town to be built in Bezantur, Thay successfully negotiated a Thayan Enclave in Karatin

Source

  • Lords of Darkness [11989] page 65 lists several enclaves; pages 65-77 describe the enclave in Proskur as an example

Disclaimer

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Shou Town

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A group of easterners living in the west. They’re not separate cities, but insular communities within established settlements, similar to real-world Chinatowns.

Shou Towns in Faerûn

The Xaeyruudh Campaign

Here are a few changes, additions, and clarifications to the list assembled from official sources.

  • Halruaa has banned Shou Towns within its borders, due to concerns of Halruaan magic being stolen
  • Similarly, there are no Shou Towns within Mulhorand — Murghôm and Semphar are not part of this ban, because Mulhorandi magic techniques are not taught there
  • Due to the fate of Zindalankh in this campaign, the Shou Town which is officially located there has been placed in Phannaskul instead
  • The Zulkirs of Thay allowed a Shou Town to be built in Bezantur, on the condition that a Thayan Enclave be allowed in Karatin
  • Waterdeep is an obvious candidate for a Shou Town… and the apparent presence of Thayan Enclave there leaves no excuse for the absence of a much more benign Shou Town
  • The Grand Caliph of Zakhara has, thus far, allowed one Shou Town in the Land of Fate; it’s located in Liham

Source

Disclaimer

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Riding a Remorhaz

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A traditional feat of strength and endurance attempted by monks at a certain point in their training. This is done at the Monastery of the Yellow Rose and perhaps other parts of the Realms.

The goal is to lasso, mount, and ride a remorhaz —standing upright— for at least 100 yards. A monk may expect assistance in escaping the remorhaz after the ride, but no help mounting or surviving the ride.

Sources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Blueglow Moss

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A magical plant.

Blueglow moss cannot survive outside of a mythal and cannot be created independent of spells that create a mythal.

Source

  • Forgotten Realms 2000 Survival Guide — Dragon Magazine Annual 5 page 102

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Mage Sigils

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A “signature” symbol unique to a wizard.

Known Mage Sigils

Sources

  • Pages from the Mages [9491] page 5
  • Forgotten Realms Campaign Setting [1085] (2e) card
  • Forgotten Realms Adventures [2106] pages 43-44
  • Forgotten Realms Campaign Setting [1031] (1e) Cyclopedia of the Realms pages 58-59

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Haedrar

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A sleep-inducing substance made by the Thunderbeast tribe of the the Uthgardt. It is not sold, traded, or given to outsiders.

Source

  • Volo’s Guide to the North [9393] page 46

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Shanut

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A variety of wood logged by the Uthgardt of Grunwald and sold/exported to carvers.

Sources

  • Volo’s Guide to the North [9393] page 47
  • The Savage Frontier [FR5/9233] page 24

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Hlaungadath Portal

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A portal network, anchored by a central archway found in Hlaungadath.

The Hlaungadath portal is keyed to a certain dwarven chant, a mere 30 lines in length. The final line —that the halls of our fathers may stand for ten thousand years— is altered to specify the portal’s destination among five possibilities.

  • …a thousand years: the Astral plane
  • …two thousand years: a crumbling archway in the ruins of a forgotten city of Miyeritar
  • …six thousand years: a now-buried chamber in the ruin of what was once another enclave that survived Karsus’ Folly to establish the realm of Anauria
  • …ten thousand years: a little-used chamber of Ascore
  • …twelve thousand years: an abandoned elven home in a tree three miles north of Myth Drannor

Each of the portal destinations is two-way, so travelers may return to Hlaungadath by repeating the same chant. However, one cannot travel directly from Myth Drannor to Miyeritar, for example.

Source

Disclaimer

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Yasad

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The fifth of five High Holy Days in the Calendar of Zakhara. Also called Ascension Day; according to legend, the First Caliph took the throne on this day.

Yasad corresponds to 3 Flamerule in the Calendar of Harptos.

Source

  • Al-Qadim: Land of Fate [1077] Adventurer’s Guide to Zakhara page 126

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Arba

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The fourth of five High Holy Days in the Calendar of Zakhara.

Arba corresponds to 2 Flamerule in the Calendar of Harptos.

Source

  • Al-Qadim: Land of Fate [1077] Adventurer’s Guide to Zakhara page 126

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.