Enclaves were established as trade outposts within a city after negotiations with local rulers. Once the parties agreed on enclave construction, the terms of the deal were discussed. All enclaves required that the local government agree to the Three Laws of the Enclave as follows:
- The Law of Sovereignty: The enclave was treated as Thayan soil much like an embassy.
- The Law of Trade: Merchandise and services were priced at 10% below normal retail cost.
- The Law of Crafting: This dictated what Thayans would and would not sell to the general public.
The enclave benefited the local rulers since the Thayans agreed to donate 1% of the profits to the local government. Most enclave contracts also required that wizards serve in the reserves of the local military for brief and recurring periods, which increased the number of spellcasters available to the government.
- Baldur's Gate
- Proskur: The enclave of Proskur brought significant wealth to the leaders of the Dragon Coast city.
- Ravens Bluff
- Scardale: Despite their reputation elsewhere, the Red Wizards of the enclave in Scardale Town were rather trusted by the local Dalesfolk.
- ↑ 1.0 1.1 1.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 279. ISBN 0-7869-1836-5.
- ↑ Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 75. ISBN 0-7869-3492-1.
- ↑ Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 65. ISBN 0-7869-1989-2.
- ↑ Sean K. Reynolds, Jason Carl (November 2001). Lords of Darkness. (Wizards of the Coast), p. 66. ISBN 0-7869-1989-2.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 137. ISBN 0-7869-1836-5.