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Unapproachable East.pdf - The Forgotten Realms

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iches from the forests find the druids quick to discourage all<br />

but the least intrusive of such activities.<br />

LORD’S PALACE<br />

Lord Uthlain lives in a gray stone palace above the harbor.<br />

He maintains his power through a decades-old alliance his<br />

family made long ago with a band of seven stone giants. <strong>The</strong>se<br />

massive creatures are Uthlain’s muscle in the small city, and<br />

they supplement and reinforce the town guard.<br />

<strong>The</strong> stone giants have sworn an oath of fealty to Uthlain’s<br />

family, a duty that they take seriously. <strong>The</strong>y are compensated<br />

well for their efforts and actually live on the first floor of the<br />

Lord’s Palace. Nearly everything at this level is built for both<br />

joint human and stone giant use. <strong>The</strong> ceilings are 20 feet high,<br />

but a railed balcony runs along every room at the floor, raising<br />

those standing on them to eye level with the giants who<br />

share the place.<br />

NOTABLE BUSINESSES<br />

<strong>The</strong> city boasts a number of excellent inns, mostly catering<br />

to seafarers who wish to spend a night on solid ground for a<br />

change. At the top end of the scale, the Captain’s Loft offers<br />

luxurious accommodations. Its prices (roughly triple normal)<br />

ensure that only the “proper” class of people stay there. Only<br />

the captains of the largest and most successful ships can<br />

afford it.<br />

Toward the bottom of the barrel, there is the legendary dive<br />

known as the Bloody Hook. This seedy hole in the wall serves<br />

hard drinks to hard people, and at the end of the night, the<br />

scullery maid often mops up as much spilled blood as beer. For<br />

adventurers looking for action, though, this is the place.<br />

MAJOR TEMPLES<br />

Most of the major good and neutral deities are represented in<br />

Uthmere. <strong>The</strong> Hall of Brilliant Justice is a large, fortified<br />

temple to Tyr under the High Master of the Just, Blostin<br />

Marsk (LG male human Clr10 of Tyr). <strong>The</strong> hidden House of<br />

the Master’s Shadow, a temple dedicated to Mask, lurks in the<br />

worst part of town. <strong>The</strong> Shadowmasters of Telflamm venerate<br />

Mask, and as they extend their tendrils deeper and deeper<br />

into the commerce of the nearby cities, they bring the worship<br />

of their nefarious deity with them. <strong>The</strong> Shadowmasters<br />

have gained a secure foothold in Uthmere, and they intend to<br />

bring the entire city under their dark dominion.<br />

cUthmere (Small City): Conventional/nonstandard; AL<br />

NG/CE; 15,000 gp limit; Assets 6,615,000 gp; Population<br />

8,820; Mixed (human 82%, half-elf 7%, elf 4%, halfling 3%,<br />

dwarf 2%, gnome 1%, half-orc 1%).<br />

THE GREAT DALE<br />

127<br />

Authority Figures: Lord Uthlain, NG male human Ari12<br />

(ruler of the city); Master Tintel Farpadden, CN male halfling<br />

Rog11 (local leader of the Shadowmasters).<br />

Important Characters: Captain Enda Quellinghanter, NG<br />

female fire genasi Ftr13 (captain of the guard).<br />

City Guard: War11, Ftr9, War9, War8, Ftr7, Pal7, War5<br />

(2), War4 (6), Ftr3 (3), War3 (8), Ftr2 (4), War2 (38), Ftr1<br />

(6), War1 (142); Militia: War5, War4 (2), War3 (8), Com3<br />

(2), War2 (37), Com2 (7), War1 (102), Com1 (91); Other<br />

Characters: Bbn10, Bbn8, Bbn6, Bbn5, Bbn4 (2), Bbn3 (3),<br />

Bbn2 (5), Bbn1 (15); Brd8, Brd7, Brd5 (2), Brd4 (2), Brd3 (2),<br />

Brd2 (4), Brd1 (10); Clr11, Clr7, Clr6, Clr5, Clr4 (3), Clr3 (3),<br />

Clr2 (4), Clr1 (8); Drd9, Drd8, Drd6, Drd5, Drd4 (2), Drd3<br />

(4), Drd2 (6), Drd1 (14); Ftr7, Ftr6, Ftr5 (2), Ftr4, Ftr3,<br />

Ftr2 (2), Ftr1 (8); Mnk9, Mnk8, Mnk6, Mnk5, Mnk4 (2),<br />

Mnk3 (3), Mnk2 (6), Mnk1 (7); Pal7, Pal5, Pal4, Pal3 (2),<br />

Pal2, Pal1 (7); Rgr9, Rgr8, Rgr5, Rgr4 (3), Rgr3 (4), Rgr2 (7),<br />

Rgr1 (13); Rog9, Rog8, Rog5, Rog4 (2), Rog3 (4), Rog2 (8),<br />

Rog1 (12); Sor11, Sor8, Sor5 (2), Sor4 (2), Sor3 (4), Sor2 (5),<br />

Sor1 (15); Wiz11, Wiz7 (2), Wiz6, Wiz5, Wiz4 (2), Wiz3 (2),<br />

Wiz2 (9), Wiz1 (14); Adp11, Adp9, Adp6, Adp5, Adp4 (2),<br />

Adp3 (4), Adp2 (7), Adp1 (29); Ari8, Ari5 (3), Ari4 (2), Ari3<br />

(3), Ari2 (7), Ari1 (39); Exp11, Exp9, Exp6, Exp5 (2), Exp4<br />

(3), Exp3 (7), Exp2 (21), Exp1 (231); War7, War5 (2), War4<br />

(2), War3 (5), War2 (14), War1 (59); Com15, Com10, Com7<br />

(2), Com5 (3), Com4 (3), Com3 (34), Com2 (166), Com1<br />

(7,414).<br />

Heroes and<br />

Monsters<br />

Most characters from the Great Dale are humans, wood elves,<br />

half-elves, or volodnis. Adventurers are most often druids<br />

or rangers.<br />

Volodnis, the hardy pine folk of the northern forests, are<br />

described in Chapter 1: Races of the <strong>East</strong>. Chapter 2: Prestige<br />

Classes describes the Nentyar hunter, Nar demonbinder, and<br />

Talontar blightlord prestige class. Although the demonbinder<br />

is rarely (if ever) a heroic figure, and the blightlord is always<br />

a black-hearted villain of the worst sort, these classes are<br />

useful when designing NPC villains.<br />

New monsters in Chapter 6: Monsters of the <strong>East</strong> that are<br />

common to the Great Dale include the blightspawned (often<br />

treants or volodnis), juju zombies, fell trolls, mur-zhagul<br />

(demon trolls), and volodnis. Blooded ones (usually orcs or<br />

ogres) and dread warriors are not uncommon in the vicinity<br />

of Ashanath, which borders the Great Dale to the southeast.<br />

Some of these creatures are left over from the last war between<br />

<strong>The</strong>sk and Thay. Others have wandered up the coast or<br />

were sent out more recently to scout in this direction.

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