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Unapproachable East.pdf - The Forgotten Realms

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Mulsantir (LARGE TOWN)<br />

At Mulsantir, the Golden Way meets Lake Ashane and halts.<br />

Several large ferryboats ply the waters between Mulsantir<br />

and the western shore, carrying landbound caravans over the<br />

lake to continue their trek west. A large and prosperous town<br />

has grown up at the crossing point, where caravaneers often<br />

provision themselves and purchase new mounts before they<br />

unload, cross, and load up again. Mulsantir’s ferry operators<br />

and innkeepers make a good living from the passing caravans.<br />

<strong>The</strong> town also boasts a large fishing fleet that nets sturgeon<br />

in the lake. Farmers from miles around sell provisions<br />

to the caravaneers.<br />

During winter, the River Mulsantir freezes enough for caravans<br />

to continue without interruption, but in spring, the<br />

lake’s thaw makes it impossible to cross on foot or by boat for<br />

several tendays. Westbound caravans fill up the town during<br />

this time, waiting for the ice to break up.<br />

Mulsantir’s strategic location and prosperity have made it<br />

a frequent target for Thayan attacks. It has been besieged at<br />

least five times but has never fallen, due to the extensive stone<br />

walls that protect it. <strong>The</strong> town is made up of rugged stone<br />

buildings separated by broad dirt streets that become muddy<br />

in the fall and freeze solid in winter.<br />

cMulsantir (Large Town): Conventional/Magical; AL NG;<br />

3,000 gp limit; Assets 727,200 gp; Population 4,848; Isolated<br />

(human 92%, spirit folk 7%, other 1%).<br />

Authority Figures: Urphong Brak Keldurr, N male human<br />

Bbn8 (urphong, or lord, of the town); Othlor Sheva Whitefeather,<br />

CG female human Clr8/Sor4/Hth3 (ranking Witch of<br />

the region).<br />

Important Characters: Fyldrin of the Eleven Chairs, CN<br />

male human Bbn9 (son of the previous Iron Lord and leader<br />

of a small band of buccaneers who harry Thay’s coast); Shelvedar<br />

Nuum, CE male half-elf Rog9 (Shadowmaster spy masquerading<br />

as a <strong>The</strong>skian merchant).<br />

<strong>The</strong> Urphong’s Host: Bbn11, War9, War8, War7 (2), Bbn5<br />

(2), War5, Bbn4 (3), War4 (10), Bbn3 (5), War3 (21), Bbn2<br />

(6), War2 (96), Bbn1 (15), War1 (261). Other Characters:<br />

Bbn9, Bbn8, Bbn7 (2), Bbn4, Bbn3 (2), Bbn2 (2), Bbn1 (2);<br />

Brd7, Brd5, Brd3 (2), Brd2, Brd1 (2); Clr5, Clr4, Clr2 (2), Clr1<br />

(3); Drd7, Drd6, Drd3, Drd2 (2), Drd1 (2); Ftr5, Ftr4, Ftr2,<br />

Ftr1 (3); Rgr6, Rgr5, Rgr3, Rgr2 (2), Rgr1 (2); Rog8, Rog6,<br />

Rog4, Rog3, Rog2 (3), Rog1 (8); Sor9, Sor7, Sor6, Sor4 (2),<br />

Sor3 (2), Sor2 (3), Sor1 (5); Wiz11, Wiz7, Wiz5, Wiz4 (2),<br />

Wiz3 (3), Wiz2 (3), Wiz1 (4); Adp6, Adp5, Adp4 (2), Adp3<br />

(2), Adp2 (5), Adp1 (16); Ari5, Ari4, Ari3 (2), Ari2 (4), Ari1<br />

(18); Exp12, Exp8, Exp7, Exp6, Exp5, Exp4 (3), Exp3 (5),<br />

Exp2 (16), Exp1 (118); War7, War6, War4 (2), War3 (3),<br />

War2 (11), War1 (55); Com17, Com14, Com8, Com5 (2),<br />

Com4 (9), Com3 (23), Com2 (78), Com1 (3,938).<br />

RASHEMEN<br />

146<br />

Shevel (LARGE TOWN)<br />

This trader settlement is the largest community along Rashemen’s<br />

part of the Golden Way. As in Mulptan, foreigners are<br />

allowed to settle here if they practice a valuable trade or are<br />

involved in moving goods along the Golden Way. Since the<br />

fall of Citadel Rashemar, raids by bandits and evil humanoids<br />

have been more frequent, so mercenaries can easily find jobs<br />

here, although the Witches evict any who seem intent on loitering<br />

or settling down.<br />

Walled to deter attackers, Shevel does not looks like a traditional<br />

Rashemi settlement, with many wooden houses and a<br />

complete absence of stone-hill dwellings. Within the town are<br />

several mini-districts settled by people from other countries,<br />

from Damara to Kara-Tur to Mulhorand, all arranging deals<br />

with incoming merchants to benefit their businesses back<br />

home. <strong>The</strong>re is even a contingent of shield dwarves here, forging<br />

and selling iron weapons, which are popular among the<br />

axe-wielding berserkers.<br />

Taporan (SMALL TOWN)<br />

This small settlement is primarily a river community, and its<br />

boaters are responsible for most of the traffic on the River<br />

Tir. <strong>The</strong> river folk are brave and reckless, fond of songs and<br />

drinking, although usually not while ferrying passengers. <strong>The</strong><br />

settlement itself is a jumble of Rashemi rough stone buildings<br />

separated by cobbled streets (a rarity in this country). <strong>The</strong><br />

town is long and hugs the waterfront, sporting many noisy alehouses<br />

and berserker lodges. <strong>The</strong> Wolf Lodge is the largest of<br />

these, and Taporan has a much higher proportion of berserkers<br />

in its population than its primary trade requires.<br />

Thasunta (LARGE TOWN)<br />

Rashemi normally disdain folk who live in cities, even other<br />

Rashemi, but for the men and women of Thasunta (population<br />

2,150), they make an exception. <strong>The</strong> people of this town<br />

have a reputation as fierce berserkers—an exaggeration, but<br />

the locals do little to dispel the myth. Even nonberserkers pretend<br />

to fly into a rage when they fight.<br />

Most of the time, Thasunta is a stopping point along the<br />

Golden Way and a mercantile center for nearby farmers and<br />

ranchers, but in times of war, its true purpose comes to the<br />

fore. A fierce horde of hundreds of experienced berserkers can<br />

be mustered here at the call of the Witches or the Iron Lord.<br />

Many times have the berserkers of Thasunta answered this<br />

call, as the town lies along Thay’s primary invasion route. <strong>The</strong><br />

barbarians also played an important part in the war against<br />

the Tuigan Horde, holding the enemy long enough to give<br />

their allies time to circle around and attack from the rear.<br />

Now that the Thayans seem to be pursuing ends other than<br />

overt conquest, there is talk among the townsfolk of mounting<br />

raids against the savage humanoid tribes and other monsters<br />

in the High Country.

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