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Unapproachable East.pdf - The Forgotten Realms

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Authority Figures: Kassantra Mufdan, LN female human<br />

Ari6 (head of the village council).<br />

Important Characters: Sheriff Trag Finstek, N male<br />

human War9 (the only full-time law enforcer in town); Cassilla<br />

Fen, NG female human Exp7 (owner of the town stable);<br />

Abrihando Strick, LE male human Com6 (proprietor of the<br />

only store).<br />

Militia: War6, War5, War4 (2), War3 (2); Other Characters:<br />

Clr4; Drd4; Ftr4, Ftr3, Ftr2 (2), Ftr1 (3); Rgr9, Rgr4,<br />

Rgr3, Rgr1 (3); Rog5; Wiz7; Adp5, Adp2; Ari4, Ari3,<br />

Ari1 (2); Exp7, Exp5, Exp3 (3), Exp2 (2), Exp1 (3); War2<br />

(2), War1 (7); Com6, Com5, Com4, Com3 (3), Com2 (7),<br />

Com1 (62).<br />

Denderdale (RUINED)<br />

In the northern cut of the Rawlinswood, a little north and<br />

west of Bezentil, lie the ruins of the small community of Denderdale.<br />

Its Dalesfolk formerly traded with those Nar tribes<br />

inclined to deal with outsiders and maintained a wary truce<br />

with the rest. But two months ago, on a cold night in early<br />

Marpenoth, a trio of powerful blightlords led a company of<br />

blightspawned volodni warriors out of the surrounding<br />

forests and razed the village. Of the settlement’s four hundred<br />

people, only a few dozen escaped with their lives. It’s whispered<br />

that many of the slain have been reanimated as undead<br />

troops in the Rotting Man’s army.<br />

Evrelthed’s Hill<br />

About four days’ travel east of Uthmere and half a day’s walk<br />

from the Great Road stands the farmstead of Evrelthed<br />

Northol (LG male human Ftr2/Exp3). Evrelthed, his wife,<br />

their four sons, his brother, and his brother’s family live here,<br />

a tiny settlement of eleven people huddled in a sheltered dell<br />

miles from their nearest neighbors. Such farmsteads are scattered<br />

like a half-handful of seed corn across the broad expanse<br />

of the Dale. Unlike more settled areas, where most parcels of<br />

arable ground belong to somebody, the Great Dale has wide<br />

stretches of unclaimed land that anyone can claim, as long as<br />

they’re willing to put up with bitter weather, dangerous monsters,<br />

and a lot of loneliness.<br />

Evrelthed is a thin, sour man of about forty who has<br />

steadily refined the art of complaining about his land and his<br />

fortunes for decades. He and his family are willing to put up<br />

travelers who don’t mind sleeping in a fieldstone cellar cut<br />

into the side of a hill a hundred yards from the farmsteaders’<br />

home. <strong>The</strong> accommodations may be humble, but Evrelthed’s<br />

wife Kalina (LG female human Com3) serves the heartiest<br />

supper for a hundred miles.<br />

Kront (HAMLET)<br />

Kront is a tiny outpost where the Great Road meets the Cold<br />

Road and the road to Tammar. This is the most well-traveled<br />

THE GREAT DALE<br />

125<br />

crossroads in the region, and most of the Dalesfolk disavow<br />

it for that reason, claiming the place more properly belongs<br />

to <strong>The</strong>sk. <strong>The</strong>sk, Rashemen, and Narfell all refuse to lay claim<br />

to the place, though, so it’s part of the Great Dale by default.<br />

Kront is a neutral trading ground for the surrounding<br />

lands. <strong>The</strong> merchants who regularly pass through here appreciate<br />

the lack of politics, especially since this translates<br />

into no direct taxes or tolls. <strong>The</strong> people of Kront make their<br />

living trading goods and services with travelers. Kront concentrates<br />

on providing services to traders, but it’s also a key<br />

point for folk from hundreds of miles around to purchase<br />

tools and other items they cannot fashion on their own.<br />

Many merchants who start out thinking of Kront as a rest<br />

stop on their way to other points have decided this is a fine<br />

place to trade as well. In particular, fisherfolk come here<br />

every day to hawk their catches from Lake Ashane, providing<br />

fresh fish for those staying in Kront and smoked meat for<br />

them to take on their way.<br />

cKront (Hamlet): Conventional; AL N; 100 gp limit; Assets<br />

1,335 gp; Population 267; Isolated (human 96%, half-elf 3%,<br />

elf 1%)<br />

Authority Figures: Lord Chinilvur, N male human Ari8<br />

(descendant of an Impilturan noble who obtained a title over<br />

the nearby land and the richest man in Kront).<br />

Important Characters: Durtentan Palander, NG male<br />

human Rgr11 (leader of the local rangers); Xander Capstal,<br />

NG male human War5 (captain of the militia).<br />

Town Guard: War4, War2 (3), War1 (7); Militia: War6,<br />

War5 (2), War4 (7), War3 (3); Other Characters: Bbn3; Brd2;<br />

Clr5, Clr2; Drd9, Drd6, Drd3; Ftr3, Ftr1; Rgr7, Rgr5, Rgr4,<br />

Rgr3, Rgr2, Rgr1 (2); Rog5, Rog1; Sor3; Wiz4; Ari6, Ari2 (2),<br />

Ari1 (2); Exp7, Exp6, Exp5, Exp4 (4), Exp3 (6), Exp2 (9),<br />

Exp1 (16); War3 (2), War2 (5), War1 (11); Com6 (2), Com5<br />

(2), Com4 (3), Com3 (8), Com2 (22), Com1 (133).<br />

Mavalgard (THORP)<br />

Home to Clan Maval, a sturdy family of hardscrabble farmers<br />

and herders, Mavalgard is typical of the dozen or so isolated<br />

clanholds in the central and eastern reaches of the Great<br />

Dale. Fiercely independent and stubbornly self-reliant, the<br />

Mavals came to this land from Impiltur almost two hundred<br />

years ago, determined to carve out a life of their own from<br />

the barren wilderness. Today, the hold is home to an extended<br />

family of perhaps fifty souls under the rule of Angheder<br />

Maval (CG male human Ftr4/Ari3), a short-tempered old curmudgeon<br />

who is far wiser than he lets on.<br />

Mavalgard is a rough motte-and-bailey keep with a fieldstone<br />

tower and a ramshackle wooden palisade. It is surrounded<br />

by several rude homes of fieldstone and thatch<br />

burrowed snugly into the steep hillsides to avoid the worst of<br />

the winter winds. <strong>The</strong> Mavals maintain friendly relations with<br />

several other clanholds within a day’s journey or so, and the<br />

folk of these holds gather three or four times a year to drink,<br />

trade, decide matters of justice, and arrange marriages.

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