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Unapproachable East.pdf - The Forgotten Realms

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Bezantur<br />

Warehouse District<br />

City Tombs<br />

Citadel of Correction<br />

Slave Market<br />

Central Citadel<br />

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Temple of Umberlee<br />

Loviatar’s Manor<br />

Temple of Mask<br />

House of Cyric<br />

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money-grubbing merchant in red robes, but the Master of the<br />

Guild is a wizard of no small skill and stands high in the<br />

ranks of the school of transmutation.<br />

NOTABLE BUSINESSES<br />

Hundreds of artisans, merchants, and laborers fill Bezantur’s<br />

commercial districts. <strong>The</strong> most important part of the city’s<br />

economy, however, are the docks that run the length of the<br />

city’s shore. Hundreds of ships from every land on the Sea of<br />

Fallen Stars are moored to these stone quays or rock gently<br />

at anchor in the bay beyond, waiting for their turn to tie up<br />

and take on cargo.<br />

<strong>The</strong> docks range widely in quality and safety. Some rival the<br />

finest in the world; others amount to a rocky patch of shore<br />

where one might shove a rowboat. No matter where a ship’s<br />

master moors, however, she can expect to be charged for the<br />

privilege. In the better parts of town, the docking fee earns<br />

her top-level service and protection from the ever-emboldened<br />

members of the local thieves’ guild. In the worst parts, she is<br />

essentially paying the local thugs not to rob her. If they keep<br />

anyone else from robbing her too, so much the better.<br />

A traveler can find just about any kind of legitimate merchandise<br />

imaginable within the city’s walls. For those in search<br />

of something less legitimate, Tharchion Thrul has long turned<br />

a blind eye toward any dealings in Market Town, a cluster of<br />

shacks that cozy up against the city’s mighty walls like remoras<br />

near a shark’s gills.<br />

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THAY<br />

10. Temple of Kossuth<br />

11. Guild of Foreign Trade<br />

12. Shantytown<br />

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Alamber Sea<br />

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MAJOR TEMPLES<br />

0 400<br />

feet<br />

Once of Bezantur’s many nicknames is “the City of a Thousand<br />

Temples.” Just about every god in every pantheon on the face<br />

of Faerûn is represented here. This is one of the few major<br />

cities in which evil deities are worshiped proudly and openly,<br />

and some of their most magnificent temples are in Bezantur.<br />

Only the patronage of Mystra and Azuth is forbidden; the Red<br />

Wizards jealously guard access to arcane knowledge by any<br />

means outside of their own tutelage. <strong>The</strong> most popular gods<br />

among Bezantur’s people are Umberlee and Mask.<br />

<strong>The</strong> Temple of Umberlee is monstrously large, carved from<br />

massive blocks of blue-veined green marble, reminiscent of the<br />

watery domain of the goddess of the deep. Traditionally, Umberlee<br />

is honored with wealth thrown from a ship’s railing into<br />

the waters of the open sea. <strong>The</strong> people of Bezantur have refined<br />

this a bit. Instead, they rob the captains of ships, throw<br />

some of their ill-gotten gains in the water, pocket some of it<br />

for themselves, and bring the remainder to this temple. Those<br />

who brave the shark-, sahuagin-, and monster-infested waters<br />

of Bezantur’s harbor to gather loot offered up to the Bitch<br />

Queen invariably suffer death by drowning, no matter how far<br />

from the sea they flee.<br />

<strong>The</strong> Temple of Mask doubles as the headquarters of the extremely<br />

powerful thieves’ guild. Its leader, Guildmistress Shabella<br />

the Pale (NE female human Rog7/Clr11 of Mask),<br />

struggles to maintain her position against an incursion by the<br />

Shadowmasters of Telflamm. <strong>The</strong> guild here controls nearly<br />

all of the illegal activities in and around Bezantur, making it<br />

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