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Unapproachable East.pdf - The Forgotten Realms

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his prodigious fortune and business savvy into making that<br />

dream a reality. <strong>The</strong> Royal Company of Shou-Lung, Balindre’s<br />

company, pioneered the endless miles of the Golden Way and<br />

established a chain of outposts along its length. Balindre declared<br />

himself Merchant Prince, a title of respect he hoped<br />

would impress his business partners in Kara-Tur.<br />

When Balindre died, he passed his royal charter and his assumed<br />

title on to his son. Each heir to the house of Balindre has<br />

taken on this mantle ever since. Today, Prince Wendren Balindre<br />

(LE male human Rog4/Ari4) rules over the city from his<br />

family’s castle, a fortified building right on the waterfront that<br />

has been so important to Telflamm’s fortunes over the years.<br />

While the prince may rule the city in name, in practice he has<br />

long been the puppet of the Shadowmasters. <strong>The</strong> thieves have<br />

a habit of killing troublesome princes, so Wendren Balindre does<br />

nothing to clean up the corruption of his city watch or his merchant<br />

council. Instead, he demands a suitable “consideration”<br />

from the Shadowmasters to continue their activities, and has his<br />

minions stop the occasional crime of note so the cityfolk won’t<br />

see the ineffectiveness and graft of their overlord.<br />

Most of Telflamm’s citizens know the city watch is for sale<br />

but believe that the prince is earnestly working to get rid of<br />

the most corrupt officers. Should the depth of Prince Balindre’s<br />

complicity ever be revealed, Telflamm would likely<br />

revolt against the prince’s rule.<br />

THE MERCHANTS’ FORTRESS<br />

<strong>The</strong> power in Telflamm rests in the hands of the Merchants’<br />

Council, the wealthiest and most influential people in Telflamm<br />

and—by extension—the whole of <strong>The</strong>sk. <strong>The</strong> number<br />

of people in this august group varies from year to year as elder<br />

members die and promising new entrepreneurs are brought on.<br />

<strong>The</strong> Council is a legislative and regulative body, intended to<br />

balance the power of the city’s ruling prince and moderate the<br />

city’s commerce. To house their operations, the members of<br />

the Merchants’ Council pitched in to build the Merchants’<br />

Fortress, a sprawling stone complex perched atop the tallest<br />

hill in the center of the city. <strong>The</strong> polished, white stone walls<br />

of this edifice can be seen throughout Telflamm.<br />

<strong>The</strong> prince controls the city watch and the militia, but every<br />

councilor has a private force. At least half of these are headquartered<br />

in the Merchants’ Fortress, while most of the rest<br />

are traveling along the Golden Way, escorting caravans safely<br />

to their destinations.<br />

THE HOUSE OF THE MASTER’S SHADOW<br />

This is the hidden temple of Mask as well as the headquarters<br />

of the local thieves’ guild—the infamous Shadowmasters of<br />

Telflamm. People who are new to town may have a hard time<br />

finding it, but anyone who has lived and worked here for any<br />

time knows all about the Shadowmasters and the secret citadel<br />

from which they operate.<br />

<strong>The</strong> Shadowmasters have their fingers in just about every<br />

pie in the city. Through racketeering, prostitution, drugs,<br />

THESK<br />

184<br />

extortion, murder, and other, even fouler practices, they are<br />

by far the most successful “business” in Telflamm. Directly<br />

or indirectly, just about everyone in the city works for the<br />

Shadowmasters—whether they like it or not.<br />

<strong>The</strong> House of the Master’s Shadow looks like any other<br />

temple in town. <strong>The</strong> only difference is that this building has<br />

absolutely no locks. <strong>The</strong> Shadowmasters know such safeguards<br />

are useless against most of their members, and everyone else<br />

in town knows better than to even dream of taking something<br />

from them.<br />

NOTABLE BUSINESSES<br />

<strong>The</strong> business of Telflamm is business, as they say, and the<br />

town’s streets are crowded with merchant emporiums, trading<br />

costers, and shipping agents. Telflamm produces little for<br />

export itself but instead is a gateway to the rest of Faerûn for<br />

the exotic goods of the east—mostly silk, spices, smokepowder,<br />

and small handcrafted works of art.<br />

Telflamm is home to one of the older Thayan enclaves, a<br />

small, cluttered district conceded to Thay more than twenty years<br />

ago. <strong>The</strong> enclave is set up on a hill to the north of the city, a fortified<br />

structure enclosing several other buildings within a 20-foottall<br />

stone wall. <strong>The</strong> Thayans sell all manner of imported items,<br />

but discounted magic items are their most popular merchandise.<br />

<strong>The</strong> prices on these are consistently 10% less than those listed in<br />

Chapter 8: Magic Items in the DUNGEON MASTER’s Guide. For<br />

more details on Thayan enclaves, including a full description of<br />

a sample enclave, see the Lords of Darkness accessory.<br />

MAJOR TEMPLES<br />

Besides the House of the Master’s Shadow, Telflamm has temples<br />

to Shaundakul, Waukeen, and Tymora. Cyric’s faith is<br />

common in the city, although the clerics of the Black Sun<br />

must worship their sinister deity in secret. In recent months,<br />

the Hall of the Avenging Hammer, a small temple of Tyr, has<br />

grown more prominent with the appointment of a new high<br />

priest, the Lady Justicar Vala Destrayal (LG female human<br />

Clr13 of Tyr). She is determined to put an end to the Shadowmasters’<br />

ruthless domination of the city and has launched<br />

a crusade against corruption. <strong>The</strong> Shadowmasters have already<br />

made three attempts on her life, but the Lady Justicar still<br />

persists in her efforts to clean up the town.<br />

cTelflamm (Large City): Conventional/nonstandard/nonstandard;<br />

AL LE/NE/N; 40,000 gp limit; Assets 46,722,000<br />

gp; Population 23,361; Mixed (human 84%, orc 5%, half-elf<br />

4%, half-orc 3%, dwarf 1%, elf 1%, gnome 1%, halfling 1%).<br />

Authority Figures: Prince Wendren Balindre, LE male<br />

human Rog4/Ari4 (Merchant Prince of Telflamm and ostensible<br />

ruler of the city); Grand Master of Shadows Keshna<br />

Finlothleer, NE female human shadow-walker rogue 9/assassin<br />

4/Telflammar shadowlord 9 (leader of the Shadowmasters);<br />

Councilor Pren Salgirk, N male half-elf Exp7 (leader of<br />

the Merchants’ Council).

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