Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What high-level spells could warp society?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 9562186" data-attributes="member: 93670"><p>[USER=7006]@DEFCON 1[/USER] It weas unapproachable east not FRCS. The section on Thay is quite a few pages★ & really outlines an interesting region to adventure in with a lot of <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/BlackAndGrayMorality" target="_blank">morally grey to black</a> stuff going on that is often not things that can simply be cleanly solved with the addition of higher level adventurers. I was going to just grab the paragraph or so talking about it but decided to grab a bit more of the life & society section because it really does a good job of setting the tone of how magic warped Thay society</p><p>[spoiler="Unapproachable East"]</p><p>Life and Society</p><p>There are four levels of Thayan society. They are, in order</p><p>of increasing influence: slaves, commoners, nobles, and Red</p><p>Wizards. It’s no coincidence that this is also the decreasing</p><p>order of population. There are far more slaves in Thay than</p><p>any other group, but they have the least power. The Red Wiz-</p><p>ards, on the other hand, have few members but easily the</p><p>most power.</p><p></p><p>SLAVES</p><p>The lowest level of Thayan society is, of course, the slave. The</p><p>economy of Thay is built upon slave labor, and without it the</p><p>country would quickly collapse. The current trade in magic</p><p>items has changed this only a little, and it has not improved</p><p>the lives of slaves one whit.</p><p>Slaves are not considered citizens and have no rights. They</p><p>are chattels, like livestock. Killing or harming a slave is not</p><p>murder or mayhem. It is merely damaging someone’s prop-</p><p>erty. A slave’s owner can do with his own slave as he wishes,</p><p>but if he harms someone else’s property, he is expected to</p><p>make reparations.</p><p></p><p>Slaves are costly (a young human field slave sells for about</p><p>50 gp in the markets at Eltabbar), so few commoners have the</p><p>means to own them. Since slaves represent a significant in-</p><p>vestment for a small farmer or artisan, common Thayans</p><p>take good care of them. Slaves consigned to the broad estates</p><p>of noble Thayans face a harder existence, and those unfortu-</p><p>nate souls sold off to the vast state-run fields or mines are</p><p>treated as nothing more than beasts of burden.</p><p>Thay imports slaves from all over Faerûn, and just about</p><p>every race is represented among the servile population. Those</p><p>who survive the trip are usually the hardiest, but most do not</p><p>last long in their job. House slaves live in relative comfort,</p><p>caring directly for the needs of their Mulan masters. Those</p><p>consigned to the mines rarely survive a year of scratching</p><p>metals from the unforgiving Underdark.</p><p></p><p>COMMONERS</p><p>As a whole, commoners do not have much better lives than</p><p>slaves do. However, they are citizens, not property, which</p><p>means they can’t be indiscriminately tortured or killed. The</p><p>Red Wizards can usually get away with such behavior, but they</p><p>usually have to invent some sort of pretext for their actions.</p><p>Commoners have a far better life expectancy than slaves</p><p>and better prospects overall. The worst jobs go to slaves, so by</p><p>default, the commoners are a slight step up. Some have even</p><p>managed to claw their way to the top of the heap, usually by</p><p>becoming successful adventurers or wealthy merchants. A few</p><p>are actually wealthier than most of the nobles and even some</p><p>Red Wizards. Most commoners are Rashemi, although there</p><p>are a few members of this class from more distant lands.</p><p></p><p>NOBLES</p><p>Most of Thay is owned by ancient noble families of Mulan de-</p><p>scent. The dividing line between a well-off Mulan commoner</p><p>and an impoverished Mulan lord is starkly defined by ances-</p><p>try. Certain Mulan families are noble, and others aren’t. The</p><p>nobles of Thay are content to be governed by the Red Wiz-</p><p>ards (after all, the most influential mages in that order are</p><p>nobles themselves), but they jealously maintain control over</p><p>the elevation of commoners, even heroic ones, to noble status.</p><p>Nobles enjoy two paths to comfort, power, and wealth: land</p><p>and service. Wealthy nobles often own vast tracts of land and</p><p>make money by leasing it to those who reside upon it, whether</p><p>they are farmers, ranchers, or miners. Land ownership is not</p><p>restricted to the noble classes, but in practice, most land in</p><p>Thay is already owned by a noble, so it is difficult for a com-</p><p>moner to acquire land of his own.</p><p>Landless nobles (or those who simply wish to make some-</p><p>thing of themselves) often take up service in Thay’s army, bu-</p><p>reaucracy, or clergy. While any free Thayan can become a</p><p>soldier, official, or priest, leaders are most often drawn from</p><p>the ranks of well-off nobles who purchase their rank or title.</p><p>For example, in a typical Thayan garrison, the captain is a</p><p>minor landed Mulan noble, his officers are landless Mulan</p><p></p><p>nobles, and his sergeants are Rashemi veterans. The troops, of</p><p>course, are mostly Rashemi. A noble who buys a good post can</p><p>enrich himself just as easily as one who owns a great estate:</p><p>It is expected that a powerful official or highly-placed officer</p><p>will divert a certain amount of “taxes” for his own use.</p><p></p><p>THE RED WIZARDS</p><p><strong>At an early age, noble children are carefully examined for any</strong></p><p><strong>signs of arcane talent. Any who are shown to have even a</strong></p><p><strong>small aptitude are immediately inducted into wizardry</strong></p><p><strong>school, followed by a long and arduous apprenticeship to a Red</strong></p><p><strong>Wizard. Those who survive their apprenticeship and are am-</strong></p><p><strong>bitious, resourceful, and talented are invited to join the Red</strong></p><p><strong>Wizards. Some refuse the red robes, but this is rare: Becom-</strong></p><p><strong>ing a Red Wizard is such an obvious path to power that the</strong></p><p><strong>zulkirs don’t need to recruit anyone.</strong></p><p><strong>The Red Wizards are the ruling class of this magocracy. </strong>It’s</p><p>illegal for any Red Wizard to take on an apprentice of other</p><p>than Mulan blood. Some still do, however, and it’s usually an</p><p>open secret. At any given time, most Red Wizards claim up to</p><p>a dozen apprentices (in game terms, wizards who have not yet</p><p>acquired their first level in the Red Wizard prestige class),</p><p>whom they keep at one another’s throats to advance their own</p><p>schemes. Apprentices exist to serve as the master’s agents, min-</p><p>ions, and thralls. What magical training they gain in the process</p><p>is determined solely by their own ambition and initiative.</p><p></p><p>Only Red Wizards are permitted to wear red robes, their</p><p>badge of office. The penalty for posing as one is instant death</p><p>at the hands of the first Red Wizard to uncover the deception.</p><p>The Red Wizards are ruled by a council of eight zulkirs, one</p><p>representing each of the eight schools of magic. These posi-</p><p>tions are for life—the only way a zulkir would ever deign to</p><p>leave office would be feet first. Within each school exists an</p><p>elaborate pecking order, in which standing is determined by</p><p>magical ability and the patronage of more powerful wizards.</p><p>The current leader of the council is Szass Tam, the zulkir of</p><p>necromancy.</p><p>The Red Wizards are evil through and through. Their ul-</p><p>timate goal is nothing less than world domination, and they</p><p>have spent much of Thay’s history in pursuit of that effort</p><p>by military means. It’s only within the past few years that</p><p>they have set aside the ways of war in favor of more insidi-</p><p>ous, economic methods.</p><p></p><p>ECONOMY</p><p>Thay’s economy has traditionally been borne on the backs of</p><p>the vast number of slaves who are brought into the country</p><p>in chains. With the increase of trade in magic items over the</p><p>past few years, the number of slaves sold in Thay hasn’t gone</p><p>down one bit. In fact, now that Thay has enclaves in just about</p><p>every major city of Faerûn, its merchants have even more</p><p>access to slaves, and the slave population is actually growing.</p><p>Revenue from the sale of discounted magic items in the en-</p><p>claves has far exceeded expectations. Thayan merchants have</p><p>long traded their nation’s goods throughout the world, but</p><p>they are finding their wares in high demand these days. Before</p><p>the change in policy, the vast bulk of Thayan exports were raw</p><p>foodstuffs, timber—including that of the highly prized black-</p><p>wood tree—and Thayan artwork, jewelry, and crafts, mostly</p><p>fashioned by skilled slaves. Such trade continues to this day,</p><p>cementing Thay as a mercantile powerhouse.</p><p>Everyone the Thayans do business with is aware of their</p><p>horrible history and their evil ways. The prices and quality of</p><p>their wares, however, are just too good to turn down. This suits</p><p>Szass Tam and the rest of the zulkirs, who have not given up</p><p>their goal of world domination. The current plan is to use the</p><p>greed of other people as a tool against them. Bearing dis-</p><p>counted goods, Thayans should be able to work their way into</p><p>every major economy on Faerûn. Once the Red Wizards have</p><p>become entrenched in a nation, they can learn enough about</p><p>the locals to dismantle them quietly from within.</p><p>Not all the zulkirs agree with this policy. This is particu-</p><p>larly true of the more aggressive leaders such as Aznar Thrul,</p><p>as well as those who aren’t in a position to line their own pock-</p><p>ets with the wealth brought in by this new venture, such as</p><p>Zulkir Nevron of the school of conjuration. As with most</p><p>large projects in Thay, this one could be brought low at any</p><p>point by the bickering of the zulkirs.</p><p></p><p>LAW AND ORDER</p><p>Anyone, foreigner or Thayan, traveling in Thay must carry</p><p>a pass issued by a tharchion allowing the traveler to use spe-</p><p>cific roads and visit specific cities. All tharchions delegate the</p><p>task of issuing passes to minor officials and officers, which</p><p>means that a travel permit for most points can be purchased</p><p>with a suitable bribe (generally, 10 to 50 gp for foreigners).</p><p>Soldiers, messengers, and officials engaged in the perform-</p><p>ance of their duties are exempt from the requirement to</p><p>obtain permission to travel, but they generally carry tokens</p><p>of their authority.</p><p>Outsiders traveling without authorization find it difficult,</p><p>if not impossible, to move about the plateau. Patrols con-</p><p>stantly scour the roads and byways, searching for escaped</p><p>slaves (and the occasional brigand, criminal, or foreign spy).</p><p>The penalty for being caught is usually death. Those found</p><p>inside a Red Wizard’s estate, on the other hand, are in for an</p><p>even worse fate as the subject of painful magical experiments.</p><p>The laws of Thay are simple, and the penalties are brutal.</p><p>They are mostly concerned with establishing who’s in power.</p><p>The tharchions and zulkirs consult a set of tomes known as the</p><p>Library of Law when faced with a serious problem. However,</p><p>most of the time, the authorities ignore these books in favor</p><p>of expediency. These are the most important laws of Thay.</p><p></p><p>Only Red Wizards may wear red robes, so that all shall be able</p><p>to identify them instantly.</p><p>Do not steal from other Thayans or harm their belongings,</p><p>especially their slaves.</p><p><strong><span style="font-size: 26px">...</span></strong></p><p>[/spoiler]</p><p>In 4e FRG that was changed to [spoiler="this"]</p><p>The Unapproachable East</p><p>Beyond the Easting Reach lie the exotic lands folk in</p><p>the Heartlands call the Unapproachable East. Today,</p><p>this region is dominated by the dark and forbidding</p><p>land of Thay and its endless undead armies. A pall</p><p>of smoke and ash smothers the land, sometimes</p><p>extending into neighboring territories. On Thay’s</p><p>periphery lie the rugged lands of Aglarond, Rashe-</p><p>men, and Thesk. Aglarond is a land of open water</p><p>and deep woods peopled predominately by half-elves.</p><p>Feral warriors name the rolling hills and sparse pine</p><p>forests of Rashemen home. Ruled by the Iron Lord</p><p>and the mysterious Wychlaran, this land of witches</p><p>and berserkers has confidently defended its borders</p><p>for centuries. Thesk, the Gateway to the East, is the</p><p>starting point of the fabled Golden Way trade road to</p><p>far-off Shou Lung on the continent of Kara-Tur. This</p><p>land of tolerant folk is home to large numbers of civi-</p><p>lized orcs, Tuigan settlers, and Shou refugees.[/spoiler]</p><p>While UE did have a section talking at length about "defense & warcraft" it continued the black & grey tone quoted earlier & involved mage breeding type super soldier experiments on loyal orcs. The shift to Thay being all about undead & undead armies is a bizarre shift.</p><p>★23 pages</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9562186, member: 93670"] [USER=7006]@DEFCON 1[/USER] It weas unapproachable east not FRCS. The section on Thay is quite a few pages★ & really outlines an interesting region to adventure in with a lot of [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/BlackAndGrayMorality']morally grey to black[/URL] stuff going on that is often not things that can simply be cleanly solved with the addition of higher level adventurers. I was going to just grab the paragraph or so talking about it but decided to grab a bit more of the life & society section because it really does a good job of setting the tone of how magic warped Thay society [spoiler="Unapproachable East"] Life and Society There are four levels of Thayan society. They are, in order of increasing influence: slaves, commoners, nobles, and Red Wizards. It’s no coincidence that this is also the decreasing order of population. There are far more slaves in Thay than any other group, but they have the least power. The Red Wiz- ards, on the other hand, have few members but easily the most power. SLAVES The lowest level of Thayan society is, of course, the slave. The economy of Thay is built upon slave labor, and without it the country would quickly collapse. The current trade in magic items has changed this only a little, and it has not improved the lives of slaves one whit. Slaves are not considered citizens and have no rights. They are chattels, like livestock. Killing or harming a slave is not murder or mayhem. It is merely damaging someone’s prop- erty. A slave’s owner can do with his own slave as he wishes, but if he harms someone else’s property, he is expected to make reparations. Slaves are costly (a young human field slave sells for about 50 gp in the markets at Eltabbar), so few commoners have the means to own them. Since slaves represent a significant in- vestment for a small farmer or artisan, common Thayans take good care of them. Slaves consigned to the broad estates of noble Thayans face a harder existence, and those unfortu- nate souls sold off to the vast state-run fields or mines are treated as nothing more than beasts of burden. Thay imports slaves from all over Faerûn, and just about every race is represented among the servile population. Those who survive the trip are usually the hardiest, but most do not last long in their job. House slaves live in relative comfort, caring directly for the needs of their Mulan masters. Those consigned to the mines rarely survive a year of scratching metals from the unforgiving Underdark. COMMONERS As a whole, commoners do not have much better lives than slaves do. However, they are citizens, not property, which means they can’t be indiscriminately tortured or killed. The Red Wizards can usually get away with such behavior, but they usually have to invent some sort of pretext for their actions. Commoners have a far better life expectancy than slaves and better prospects overall. The worst jobs go to slaves, so by default, the commoners are a slight step up. Some have even managed to claw their way to the top of the heap, usually by becoming successful adventurers or wealthy merchants. A few are actually wealthier than most of the nobles and even some Red Wizards. Most commoners are Rashemi, although there are a few members of this class from more distant lands. NOBLES Most of Thay is owned by ancient noble families of Mulan de- scent. The dividing line between a well-off Mulan commoner and an impoverished Mulan lord is starkly defined by ances- try. Certain Mulan families are noble, and others aren’t. The nobles of Thay are content to be governed by the Red Wiz- ards (after all, the most influential mages in that order are nobles themselves), but they jealously maintain control over the elevation of commoners, even heroic ones, to noble status. Nobles enjoy two paths to comfort, power, and wealth: land and service. Wealthy nobles often own vast tracts of land and make money by leasing it to those who reside upon it, whether they are farmers, ranchers, or miners. Land ownership is not restricted to the noble classes, but in practice, most land in Thay is already owned by a noble, so it is difficult for a com- moner to acquire land of his own. Landless nobles (or those who simply wish to make some- thing of themselves) often take up service in Thay’s army, bu- reaucracy, or clergy. While any free Thayan can become a soldier, official, or priest, leaders are most often drawn from the ranks of well-off nobles who purchase their rank or title. For example, in a typical Thayan garrison, the captain is a minor landed Mulan noble, his officers are landless Mulan nobles, and his sergeants are Rashemi veterans. The troops, of course, are mostly Rashemi. A noble who buys a good post can enrich himself just as easily as one who owns a great estate: It is expected that a powerful official or highly-placed officer will divert a certain amount of “taxes” for his own use. THE RED WIZARDS [B]At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are am- bitious, resourceful, and talented are invited to join the Red Wizards. Some refuse the red robes, but this is rare: Becom- ing a Red Wizard is such an obvious path to power that the zulkirs don’t need to recruit anyone. The Red Wizards are the ruling class of this magocracy. [/B]It’s illegal for any Red Wizard to take on an apprentice of other than Mulan blood. Some still do, however, and it’s usually an open secret. At any given time, most Red Wizards claim up to a dozen apprentices (in game terms, wizards who have not yet acquired their first level in the Red Wizard prestige class), whom they keep at one another’s throats to advance their own schemes. Apprentices exist to serve as the master’s agents, min- ions, and thralls. What magical training they gain in the process is determined solely by their own ambition and initiative. Only Red Wizards are permitted to wear red robes, their badge of office. The penalty for posing as one is instant death at the hands of the first Red Wizard to uncover the deception. The Red Wizards are ruled by a council of eight zulkirs, one representing each of the eight schools of magic. These posi- tions are for life—the only way a zulkir would ever deign to leave office would be feet first. Within each school exists an elaborate pecking order, in which standing is determined by magical ability and the patronage of more powerful wizards. The current leader of the council is Szass Tam, the zulkir of necromancy. The Red Wizards are evil through and through. Their ul- timate goal is nothing less than world domination, and they have spent much of Thay’s history in pursuit of that effort by military means. It’s only within the past few years that they have set aside the ways of war in favor of more insidi- ous, economic methods. ECONOMY Thay’s economy has traditionally been borne on the backs of the vast number of slaves who are brought into the country in chains. With the increase of trade in magic items over the past few years, the number of slaves sold in Thay hasn’t gone down one bit. In fact, now that Thay has enclaves in just about every major city of Faerûn, its merchants have even more access to slaves, and the slave population is actually growing. Revenue from the sale of discounted magic items in the en- claves has far exceeded expectations. Thayan merchants have long traded their nation’s goods throughout the world, but they are finding their wares in high demand these days. Before the change in policy, the vast bulk of Thayan exports were raw foodstuffs, timber—including that of the highly prized black- wood tree—and Thayan artwork, jewelry, and crafts, mostly fashioned by skilled slaves. Such trade continues to this day, cementing Thay as a mercantile powerhouse. Everyone the Thayans do business with is aware of their horrible history and their evil ways. The prices and quality of their wares, however, are just too good to turn down. This suits Szass Tam and the rest of the zulkirs, who have not given up their goal of world domination. The current plan is to use the greed of other people as a tool against them. Bearing dis- counted goods, Thayans should be able to work their way into every major economy on Faerûn. Once the Red Wizards have become entrenched in a nation, they can learn enough about the locals to dismantle them quietly from within. Not all the zulkirs agree with this policy. This is particu- larly true of the more aggressive leaders such as Aznar Thrul, as well as those who aren’t in a position to line their own pock- ets with the wealth brought in by this new venture, such as Zulkir Nevron of the school of conjuration. As with most large projects in Thay, this one could be brought low at any point by the bickering of the zulkirs. LAW AND ORDER Anyone, foreigner or Thayan, traveling in Thay must carry a pass issued by a tharchion allowing the traveler to use spe- cific roads and visit specific cities. All tharchions delegate the task of issuing passes to minor officials and officers, which means that a travel permit for most points can be purchased with a suitable bribe (generally, 10 to 50 gp for foreigners). Soldiers, messengers, and officials engaged in the perform- ance of their duties are exempt from the requirement to obtain permission to travel, but they generally carry tokens of their authority. Outsiders traveling without authorization find it difficult, if not impossible, to move about the plateau. Patrols con- stantly scour the roads and byways, searching for escaped slaves (and the occasional brigand, criminal, or foreign spy). The penalty for being caught is usually death. Those found inside a Red Wizard’s estate, on the other hand, are in for an even worse fate as the subject of painful magical experiments. The laws of Thay are simple, and the penalties are brutal. They are mostly concerned with establishing who’s in power. The tharchions and zulkirs consult a set of tomes known as the Library of Law when faced with a serious problem. However, most of the time, the authorities ignore these books in favor of expediency. These are the most important laws of Thay. Only Red Wizards may wear red robes, so that all shall be able to identify them instantly. Do not steal from other Thayans or harm their belongings, especially their slaves. [B][SIZE=7]...[/SIZE][/B] [/spoiler] In 4e FRG that was changed to [spoiler="this"] The Unapproachable East Beyond the Easting Reach lie the exotic lands folk in the Heartlands call the Unapproachable East. Today, this region is dominated by the dark and forbidding land of Thay and its endless undead armies. A pall of smoke and ash smothers the land, sometimes extending into neighboring territories. On Thay’s periphery lie the rugged lands of Aglarond, Rashe- men, and Thesk. Aglarond is a land of open water and deep woods peopled predominately by half-elves. Feral warriors name the rolling hills and sparse pine forests of Rashemen home. Ruled by the Iron Lord and the mysterious Wychlaran, this land of witches and berserkers has confidently defended its borders for centuries. Thesk, the Gateway to the East, is the starting point of the fabled Golden Way trade road to far-off Shou Lung on the continent of Kara-Tur. This land of tolerant folk is home to large numbers of civi- lized orcs, Tuigan settlers, and Shou refugees.[/spoiler] While UE did have a section talking at length about "defense & warcraft" it continued the black & grey tone quoted earlier & involved mage breeding type super soldier experiments on loyal orcs. The shift to Thay being all about undead & undead armies is a bizarre shift. ★23 pages [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What high-level spells could warp society?
Top