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Running an Evil Game Thayan Name Generator Religion in Thay
Slavery in D&D Thay By Region Samora
My Setup The City of Eltabbar Thayan Noble Houses
Thay Character Creation The City of Tyraturos House Valgon in Eltabbar
Thayan Character Names A Thayan Timeline House Valgon in Tyraturos
Kismet's Guide to Thay (blog)    
magical market


Nature: Greedy

Demeanor: Hardy

Era: 1370s





Population: 50,000-100,000 (during market seasons)

Economic Status: 100,000 gp limit

Government: Ruled by Tharchion Dimon and appointed underlings

Leaders: Druxus Rhym, zulkir of Transmutation NE human Tra 10 Red 10 Acm 4, Tharchion Dimon, LN human former cleric of Waukeen (but converted after the return of Bane) 5, ___________leader of the city guard

Key NPCs: ________ Odesseiron, high cleric of Waukeen and Censor of the Gatehall; _____ Phan, Head Overseer of the slave market, _______ Dal, High Marshal of the Grand Arena


History: The site of Tyraturos began as a relative oasis and crossroads meeting place for those with business on the plateau sometime around 300 DR (at which point it was commonly referred to as Dashgar). It had many natural underground cisterns that could be tapped for fresh water and was in the middle of early trade trails and roads. It was officially founded as Tyranturos in honor of the local ruler who called himself the Tyrant in 613, at which point more permanent dwellings were erected. The city's name was changed to Tyraturos after it was claimed by the Red Wizards in the 900s.

Reputation: It is still known as the major transportation hub in the country's interior, not just by caravan but via the Gatehall. Although it has a slave market to rival Eltabbar and attracts the most exotic slaves in the nation, it is considered the rough and dirty lesser source for labor (especially by Eltabbar). The city beckons physically-inclined Thayans and those with gambling habits to its Great Arena and lesser fighting and betting pits. It is also dubbed the traditional seat of transmutation magic.

Relations: Tyraturos has an ongoing rivalry with the snooty nobles in Eltabbar and a tumultuous hot-and-cold relationship with the merchants of Bezantur.

Religions: Bane, Loviatar, Mask, Talona, Tempus, and Waukeen have major temples in the city. Azuth, Beshaba, Garagos, Kossuth, the Red Knight, and Siamorphe have minor temples, while Helm, Jergal, Sharess, and Shaundakul have known shrines.

Notable Heroism:

Notable Scandals:

Important Celebrations:

Criminal Element(s):


Location: In the center of a once arid plateau, the environs of the city are still dry and dusty. The roads leading in and out are likewise traveled often enough to remain packed down and sandy, although farm lands begin once you get a short drive from the city.

Climate: Temperatures tend to be hotter than in other Thayan cities on a regular basis; rumors say that the weather-correcting magic grid is weaker in the area, but no one cares enough to try to change it. There is still scheduled rainfall at night.

Geographic Features: The flat land in and around Tyraturos does not provide many landmarks on the surface, although natives know that there are natural catacombs and tunnels riddling the area. Water sources are found in underground wells and cisterns. The Slave Way is particularly grand leading into and out of the city because it is flanked by massive dragon bones adorned with magic runes.

Major Landmarks:

The Eight Gates into the city are carved into the stylized shapes of distinctive creatures drawn from the area's common predators, allies, and fancy. The four major entrances are located in the cardinal directions and are built larger, with portcullises and nearby garrisons to handle visitors. Locals often abbreviate their names when referring to them and slaves fresh from the hike up the Slave Way never forget their first trip through the Demon Gate.

  • The (Red and Blue) Dragon Gate faces north toward Mophur

  • The Demon Gate (showing a marilith and pit fiend poised to strike each other) faces south toward Delabbar

  • The (Stone) Golem Gate faces west toward Solzepar

  • The Naga Gate (sometimes called the Gate of Set) faces east toward Sekelmur

The lesser gates handle the importing supplies, crops, and finished goods rather than living cargo. They are guarded by lesser garrisons that tend to be more cruel since they suspect people of trying to slip by them and are often bored.

  • The Fire (Elemental) Gate faces southwest toward Hurkh and the Thaymount (this was redone after the Salamander War of 1357, since it had formerly been the Salamander Gate)

  • The (Hippo)griff Gate faces southeast toward Belizir

  • The (Chaos) Beast Gate faces northeast toward Thazrumaros

  • The Manticore Gate faces southwest toward Zolum

The Watchtowers are distinctive and at intervals throughout the length of the city wall. They tend to have landing platforms for the city's mounted patrols.

Bathhouses (noble, common, slave) are scattered throughout the city and separated by social caste. Unlike Eltabbar, there is a boisterous bathhouse culture in Tyraturos and many houses do not have their own full bathing facilities.

City Districts and Notable Locations:

Civic district

  • Bane (major temple)

  • Kossuth (minor temple of The Open Flame)

  • Siamorphe (minor temple)

Finance district

  • Beshaba (minor temple)

  • The Dark Vault run by worshippers of Shar and Beshaba, and those who work there must take an oath not to look at any but the tenth box they run across, with severe penalties for disobedience and stealing; all transactions are written, done in private booths, without speaking

  • The Great Vault of Waukeen (charges more than the Dark Vault)

  • Change and loan building

Fine shops
University district (modified; no university)
Magic district

  • Azuth (minor temple)

Noble estates
Wealthy residential
Lord's keep

Average residential


  • Garagos (minor temple)

  • Helm (shrine)

  • House Mishkov fighting pit

The Grand Marketplace: Sprawling labyrinthine covered bazaar at the heart of the city with a few major landmarks within its depths

  • The Great Slave Market

  • Waukeen (major temple and Gatehall, which rents use of its many portals to those with business across Thay and Faerun)

  • Koraz Chop Shop: Specializes in buying the bodies and parts of dead creatures that can be used for components.

  • The Jewelers' Emporium

  • Arcane wares building (all magic items that aren't potions or scrolls)

  • Tattoo shops

  • Bookbinder (books, scrolls, cartography)

  • Winehouses (Embian) vs distilleries (Gozal)

  • Enchanting Elixirs (potions, perfumes, oils)

  • The Second Chance pawn shop: Lazlo Nemetsk (Rashemi commoner) is the proprietor of The Second Chance (and it was his second chance after losing his first business, a clothing stall, to a rampaging horde of giant bombardier beetles that spat enough acid to eat up much of his merchandise). But he's known as a solid merchant who didn't ask any questions (using his faith to Shar as an excuse) who has the backing of some noble house or other. He has steady customers from Houses Csittanko, Gios, the jewel houses, and House Sun. You can get a paper ticket or a tattoo in a place of your specification, or you can simply sell your items without any buyback wait. He accepts business with anyone, at any time, and is teaching nephew Csardiya the trade but he's just a boy of 18 and handles the 2-10 pm shift.

Arena district

  • Grand Arena of House Dal

  • Tempus (major temple in the Grand Arena)

  • Red Knight (minor temple in the Red Headquarters club in the Grand Arena)



Warehouse district

  • House Vantur, Dagrun, Besklen, and Halphas fighting pit

Apartment houses

Caravan district

  • Shaundakul (shrine)

  • Darnak and Gordesh fighting pit

Inn district

  • Sharess (shrine in the small festhall most popular with visitors than locals)

Tavern district

  • House Qarto and Rhaenys fighting pit

Red light district

  • Mask (major temple)

Slave quarter

  • Loviatar (major temple)


  • Talona (major temple)


  • Lectos fighting pit

Necropolis (underneath the city)

  • Jergal (shrine)


Major Industries, Products, Services: Crafts, drugs, markets, poisons, slaves

Major Imports, Shortages, Deficiencies: Slaves and crafting materials of all kinds are imported. Until they are sold, slaves are expected to ply their trades for the marketplace. At peak trading times, some water is imported.



Three things that maintain unity:

Three things that cause strife:

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