THAY
AT A GLANCE: Thay is a powerful, exotic,
magickal && evil nation that lies in
the Eastern Reaches of the Known
Realms, bound by Aglarond && Thesk
in the west, Rashemen in the north, the
Inner Sea in the south, and SUNRISE
Mountains and Endless Waste in the
east. The realm is best known far its
rich prosperity, ancient heritage, byz-
antine government, and magickal-based
society.

ELMINSTER'S NOTES: Thay is controlled 
by a loose confederation of powerful 
spell-casters collectively called the 
Red Wizard of Thay, who are evil && 
PARANOID<(melancholia)> to the extreme, seeking to 
maintain their own power in their 
nation while undercutting the power of 
other realms, which they perceive as 
DANGEROUS to their existence.  Other 
Wizards who are NOT of their CULT 
(&& in particular those Wizards who are 
involved in ruling rivil nations) are 
viewed as threats to be eliminated.  The 
total number of Red Wizards is 
unknown.

Thay has a noble class as well.  Tharchions 
&& Tharchionesses govern its 
provinces, under the direction of the 
Red Wizards' chosen spokesmen, the 
Zulkirs.  There are at present believed 
to be 8 Zulkirs, of whom the Name 
of only one is known in the Inner Sea 
lands: the Zulkir Szass Tam.  

The Red Wizards and their minions
use several badges; that most often
seen outside Thay is A leaping red flame
on A black or deep purple field.

The collected Red Wizards are
devoted to an expansionistic && imperialistic 
policy of swallowing neighbor 
states.  This policy has been hampered 
by internal strife among various factions 
&& personality cults among The Red Wizards
and by the fact THE CULT 
neither trusts mercs |or| high-level 
adventurers that are not of their cult.  
Of the large number of invasions of 
Rashemen, 3 out of 4 have been by 
some particular faction leader of the 
wizards seeking to expand his domination 
at home by bringing victories from 
the field. 

GAME INFORMATION: The Red Wizards
roam the lands seeking to increase 
their power.  Any Red Wizard so 
encountered wil not be of less than 9th 
level (Sorcerer), and up to 15th level (Wizard 15).  There is A 
50% chance of THE WIZARD having bodyguards 
(usually ogres |or| other non-human 
creatures), && an equal chance 
of having 1-4 <lower>-level (1-8) magickal
aspirants to the Red ClothThe Red Wizards 
do not go in for subtlety, && 
will wear their crimson robes haughtily 
in all but the most discreet situations.