By Steve Perrin
The pink Wizards of Thay. As merciless and terrible as they're robust, they've got governed their jap realm for so long as any sage can bear in mind. they are often strong allies, or lethal enemies. The purple Wizards be aware of the darkest secrets and techniques of the most powerful magic, and may promote their talents to the top bidder. Thay is a land of slavers and tyrants, of intrigue and homicide, of threat and oppurtunity. during this e-book, the govt, personalities, economic system, towns, humans, and desolate tract of Thay are defined for an AD&D crusade of any measurement or point. goals of the purple Wizards additionally comprises new spells and magical goods targeted to the purple Wizards, plus a four-color map of Thay that may be further to the formerly released maps of the Forgotten geographical regions!
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Extra resources for Dreams of Red Wizards Module Fr6 (Advanced Dungeons and Dragons Forgotten Realms Accessory)
PLAYERS GUIDE TO THAY Glossary of Things Thayvian one another. An excellent market for mercenaries. ary of much of Thay except in periods of conquest. Aglarond west. The elves and mysterious Neighboring country to the population is mostly halfthe country is ruled by the Simbul. The Citadel Mighty fortification in the Thaymount, built by pre-human residents who are said to still reside in devolved form in its lowest dungeons. Lauzoril Prominent Red Wizard who has declared a vendetta of sorts against the Harpers.
Altumbel Peninsula holding the city of Spandeliyon, called the City of Pirates. Known as the least lawful city on the Inner Sea, it was founded by the refugees from Aglarond driven out by the half-elves who now rule the country. Amruthar Neutral city on the River Lapendrar. Not possessed by Thay, it acts as a entry port for goods going to Thay. Assassins Said to be the main political expediters in Thay. Delhumide Ruined city that had been a capital of Thay in ancient times. Said to be laden with hidden magic.
There is nothing stopping the elementals from hurling objects past the circle, if they are capable of doing that, and attacks can go out of the circle. The material component of this spell is a piece of a substance that came from neither the Prime Material Plane nor any of the Elemental Planes. Protection from All Undead5 Radius (Abjuration) Level: 4 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 10-80 (10d8) rounds Saving Throw: None Area of Effect: 5 radius around caster Explanation/Description: This spell works against all forms of undead.