Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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This has built up some resentment on the part of the citizens<br />
of Nethentir. However, many of them are just as happy<br />
not to have the increased attention of the Red Wizards that<br />
comes along with such wealth.<br />
cNethentir (Small Town): Magical; AL NE; 800 gp limit;<br />
Assets 74,880 gp; Population 1,872; Mixed (human 82%,<br />
gnoll 8%, orc 6%, half-orc 2%, halfling 2%).<br />
Authority Figures: Prindentle Carh, NE male human<br />
Div6/Red4 (autharch of the town).<br />
Important Characters: Kurgga Bloodfang, NE female<br />
gnoll Rgr4/Ftr4 (captain of the guard); Faxam Rul, CE male<br />
human fighter 4/rogue 4/Thayan slaver 5 (notorious raider of<br />
<strong>The</strong>sk and lands beyond).<br />
Town Guard: War8, Ftr6, Ftr4, War4 (2), Ftr3 (2), War3<br />
(6), Ftr2 (4), War2 (24), Ftr1 (7), War1 (60); Militia: War5,<br />
War2 (6), Com2 (6), War1 (23), Com1 (14); Other Characters:<br />
Bbn4, Bbn3 (2), Bbn2 (3), Bbn1 (6); Brd6, Brd5, Brd3, Brd2<br />
(2), Brd1 (3); Clr7, Clr6, Clr4, Clr3 (3), Clr2 (4), Clr1 (5);<br />
Drd6, Drd3, Drd2; Ftr7, Ftr3, Ftr1 (2); Mnk5, Mnk1 (2);<br />
Rgr6, Rgr4, Rgr2 (2), Rgr1 (4); Rog7, Rog4, Rog1 (4); Sor4,<br />
Sor2, Sor1; Wiz8, Wiz7, Wiz4, Wiz3 (3), Wiz2 (4), Wiz1 (5);<br />
Adp3, Adp2 (2), Adp1 (9); Ari5, Ari4 (2), Ari3 (2), Ari2 (4),<br />
Ari1 (7); Exp9, Exp6, Exp5, Exp4 (3), Exp3 (4), Exp2 (8),<br />
Exp1 (49); War5, War4, War2 (3), War1 (2); Com7 (2),<br />
Com6, Com5 (2), Com4 (4), Com3 (9), Com2 (20), Com1<br />
(1,494).<br />
Nethjet (LARGE TOWN)<br />
This once-sleepy lake town used to be little more than the spot<br />
where the <strong>East</strong>ern Way dead-ended at Lake Umber. Grain<br />
ships bound for Impiltur and other northerly lands took on<br />
their loads here, but for the most part, Nethjet saw little<br />
action except as the occasional launching point of yet another<br />
invasion into Aglarond by way of the Umber Marshes. Today,<br />
however, the tiny port here bustles with activity.<br />
While most of Thay’s magic goods are exported through the<br />
great port of Bezantur on the southern coast, the growing<br />
trade in magic has opened up new markets for the country’s<br />
older commodities, including cotton, fruit, and grain. <strong>The</strong> new<br />
Thay sends a great deal of traffic down the Umber, and Nethjet<br />
is the natural port for most ships that come and go from<br />
the region. Goods that travel the Umber into the Sea of Dlurg<br />
avoid the long and sometimes treacherous trip around the<br />
western tip of the Aglarondan peninsula.<br />
Tharchion Nymar maintains a small palace in the center of<br />
the town, although he rarely travels to this sleepy corner of<br />
his tharch. In the past, he mostly used it as a base of operations<br />
to oversee the buildup and deployment of Thayan forces<br />
along the Aglarondan border. <strong>The</strong>se days, he’s more interested<br />
in the proper collection of taxes from the travelers passing<br />
through this now-booming port.<br />
THAY<br />
170<br />
Heroes and<br />
Monsters<br />
Thay is home to misbegotten monstrosities and sinister villains.<br />
<strong>The</strong> Red Wizards have bred horrible creatures for their nefarious<br />
purposes over the centuries, and the dungeons and pits<br />
of Thay are filled with their handiwork. In addition to monsters,<br />
Thay is also home to characters with abilities and skills<br />
found nowhere else in Faerûn. Many are unrepentant villains<br />
who flourish in Thay’s evil society, but others leave their forbidding<br />
homeland to seek adventure elsewhere in Faerûn, and<br />
a few take up the dangerous, almost hopeless, struggle to bring<br />
about true and lasting change in their native land.<br />
Humans are the most common race in Thay. Folk of other<br />
races such as dwarves, elves, or halflings simply don’t exist<br />
except as slaves, and their lot is grim. Half-orcs, fire genasi,<br />
and tieflings are not uncommon, and the Thayans are reasonably<br />
open-minded about folk of such parentage, especially<br />
if they have Mulan blood in their veins. Of the new character<br />
races in Chapter 1: Races of the <strong>East</strong>, only gnolls are<br />
found in Thay. In fact, they are quite common, accounting<br />
for almost 10% of the population. Favored soldiers in many<br />
Red Wizards’ personal armies, gnolls are the realm’s guards,<br />
scouts, and enforcers. Most are cruel and greedy, but some develop<br />
something of a sense of honor and become heroes instead<br />
of villains.<br />
Thayan characters most often become clerics, fighters,<br />
monks, rogues, or wizards. Of course, many wizards aspire to<br />
become Red Wizards and attain power and status in their<br />
homeland. Clerics of Kossuth sometimes adopt the Black<br />
Flame zealot prestige class, and fighters or fighter/rogues of<br />
sinister disposition find the Thayan slaver prestige class attractive.<br />
(Both of these classes are described in Chapter 2:<br />
Prestige Classes.)<br />
Thayan characters most often choose the Thay character<br />
region, but gnolls may take the Gnoll region, and characters<br />
from Thay’s western coasts may choose the Wizards’ Reach<br />
region. Characters from Thay may choose from the expanded<br />
list of feats in the Chapter 3: Regions and Feats, often selecting<br />
Craft Contingent Spell, Explosive Spell, Fortify Spell,<br />
Transdimensional Spell, and Improved Grapple. A number of<br />
new spells and magic items described in this book are also<br />
appropriate for Thayan characters.<br />
New monsters presented in Chapter 6: Monsters of the <strong>East</strong><br />
that are common to Thay include the blooded one (also known<br />
as the blood orc), dread warrior, juju zombie, and mur-zhagul<br />
(demon troll).