Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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cPhsant (Large City): Conventional/nonstandard/nonstandard;<br />
AL NG/NE/LN; 40,000 gp limit; Assets 43,128,000 gp;<br />
Population 21,564; Mixed (human 74%, orc 12%, half-orc 6%,<br />
dwarf 2%, gnome 2%, half-elf 2%, halfling 2%).<br />
Authority Figures: Lord Bartan Helfer, NG male human<br />
Ari12 (First Council Lord, leader of the city’s merchant council);<br />
the Golden Master, NE male human Rog11/Sor6<br />
(leader of the Nine Golden Swords); Captain Grattz, LN male<br />
orc Ftr14 (leader of the orcs living in town).<br />
Important Characters: Captain Tendan Helfer, NG male<br />
human Ftr13 (leader of the city watch); Guildmaster Tipret<br />
Prenskylvar, CN female half-elf Rog16 (guildmaster of the<br />
local Shadowmaster chapter).<br />
Legion of Phsant: Ftr11, War10, War9, Ftr8, War8 (2),<br />
Ftr7 (2), War7 (3), Ftr6 (3), War6 (3), Ftr5 (2), War5 (3),<br />
Ftr4 (2), War4 (8), Ftr3 (4), War3 (27), Ftr2 (13), War2<br />
(126), Ftr1 (82), War1 (538); City Watch: War7, War4 (3),<br />
War3 (9), War2 (24), War1 (61); Militia: War4 (9), War3<br />
(34), War2 (102), War1 (311). <strong>The</strong> rest of Phsant’s citizens<br />
are too numerous to describe here.<br />
Tammar (LARGE TOWN)<br />
This town is located where the road from Kront crosses the<br />
Golden Way before continuing on to Nethentir. Since the Cold<br />
Road is actually a better and more direct route from Kront<br />
to Nethentir, most of the traffic that comes this way from the<br />
north is on its way to Telflamm.<br />
During the Tuigan invasion, Tammar was nearly razed to<br />
the ground. Only a few of the stouter buildings, those made<br />
of stone, were left standing. For a while thereafter, a massive<br />
gang of bandits set up camp here, extorting exorbitant tolls<br />
from the merchants passing through. <strong>The</strong>y made a good<br />
enough living at it that every cutthroat for 200 miles around<br />
flocked to the place to claim a share of the booty. <strong>The</strong> merchant’s<br />
council of Phsant could permit this to continue for<br />
only so long. When the bandit company struck directly at<br />
their livelihood, they leaders of Phsant took quick action to<br />
root it out. <strong>The</strong>y hired the best Zhent orc soldiers they could<br />
find and sent them off to deal with the matter. <strong>The</strong> orcs handily<br />
defeated the bandits, most of whom fled at the first sight<br />
of the creatures. When the original residents returned, they<br />
hailed the orcs as heroes. Together they rebuilt the town, and<br />
the orcs agreed to stay on permanently.<br />
cTammar (Large Town): Conventional; AL NG; 3,000 gp<br />
limit; Assets 539,100 gp; Population 3,594; Mixed (human<br />
85%, orc 8%, half-orc 3%, halfling 2%, gnome 2%).<br />
Authority Figures: Lord Forsten Clast, Ari5/Exp8 (First<br />
Councilor of the merchants’ council and elected ruler of<br />
Tammar).<br />
Important Characters: Captain Gurzze, LN male orc<br />
War12 (captain of the guard); Chou Pei Gong, LE male<br />
human Rog8 (master of the Nine Golden Swords in Tammar’s<br />
small Shou-town); Li Pao, NG female human monk 4/fighter<br />
4/Shou disciple 5 (renowned martial artist and crusader<br />
against the Nine Golden Swords).<br />
THESK<br />
183<br />
<strong>The</strong> Tammar Guard: Bbn10, War8, Bbn6, War6, Bbn5,<br />
Ftr5, War4 (3), Bbn3 (2), War3 (7), Bbn2 (4), Ftr2 (5), War2<br />
(21), Bbn1 (9), Ftr1 (8), War 1 (107); Town Watch: War3 (2),<br />
War2 (4), War1 (14); Militia: War2 (3), War1 (17), Com2<br />
(8), Com1 (22); Other Characters: Bbn7, Bbn6, Bbn4, Bbn3;<br />
Brd7, Brd5, Brd4, Brd3 (2), Brd1 (2); Clr9, Clr6, Clr4 (2), Clr3<br />
(2), Clr2 (4), Clr1 (5); Drd5, Drd3, Drd2 (2), Drd1 (3); Ftr8,<br />
Ftr3, Ftr1 (2); Mnk10, Mnk5 (2), Mnk4 (2), Mnk3, Mnk2<br />
(4), Mnk1 (5); Pal6, Pal3, Pal1; Rgr6, Rgr4, Rgr3 (2), Rgr2<br />
(2), Rgr1 (3); Rog9, Rog7, Rog6, Rog5, Rog4 (2), Rog3 (2),<br />
Rog2 (7), Rog1 (12); Sor8, Sor6, Sor4 (2), Sor2 (3), Sor1 (4);<br />
Wiz6, Wiz5, Wiz4, Wiz3 (2), Wiz2 (2), Wiz1 (2); Adp5,<br />
Adp4, Adp3 (3), Adp2 (2), Adp1 (9); Ari5, Ari4 (2), Ari3 (3),<br />
Ari2 (4), Ari1 (8); Exp11, Exp6, Exp5 (2), Exp3 (4), Exp2<br />
(9), Exp1 (84); War5, War3 (2), War2 (3), War1 (4); Com13,<br />
Com6 (2), Com4 (2), Com3 (4), Com2 (10), Com1 (3,073).<br />
Telflamm (LARGE CITY)<br />
To many people outside the country, Telflamm is <strong>The</strong>sk. <strong>The</strong><br />
foreign merchants whose ships call in the city’s harbor have<br />
no reason or desire to proceed farther inland. To them, Telflamm<br />
represents the westernmost tip of Kara-Tur, the mysterious<br />
lands of the east. Like Milvarune to the south,<br />
Telflamm is an independent principality and not officially<br />
part of <strong>The</strong>sk, which is run by an oligarchy of the leading merchants<br />
and lords of the land’s various communities. In truth,<br />
Telflamm’s influence over the land is so great that the oligarchs<br />
might as well declare the city to be their capital.<br />
SHOU TOWN<br />
A large Shou community has developed in <strong>The</strong>sk over the<br />
years, mostly merchants who traveled the Golden Way from<br />
Kara-Tur. Some of these people liked what they saw in Telflamm<br />
so much that they decided to stay. Others were fleeing<br />
troubles back home, although there have been fewer of these<br />
since the defeat of the Tuigan Horde. Still others simply ran<br />
out of money and have never been able to afford passage home.<br />
Shou Town is a quarter of the city that favors all things<br />
eastern. <strong>The</strong> buildings here feature the architecture of Kara-<br />
Tur, and there is no better place in all Faerûn to find a Shou<br />
restaurant or inn. <strong>The</strong> people here are mostly poor but honest,<br />
happy for the chance to carve out a life for themselves in this<br />
new land. But along with peasants and minor merchants, the<br />
Shou brought with them the criminals of their native land—<br />
the yakuza of the Nine Golden Swords. <strong>The</strong> Swords hope to<br />
one day wrest control of Telflamm from the city’s Shadowmasters,<br />
but they do not yet dare to challenge the shadowlords<br />
directly, not in their home city.<br />
CASTLE BALINDRE<br />
About four and a half centuries ago, an Impilturan merchant<br />
named Windyn Balindre founded the city of Telflamm. He<br />
had a vision of a gateway to the east, and he invested all of