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Unapproachable East.pdf - The Forgotten Realms

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hands just outside its walls. <strong>The</strong> 30-foot-tall stone walls that<br />

surround the place have withstood tornadoes, fended off bandits,<br />

and even persuaded the Tuigan Horde to pass it by in<br />

favor of easier pickings. <strong>The</strong> Gallidys are a wealthy people, and<br />

they don’t stint on making sure they stay that way.<br />

<strong>The</strong> Crossroads Inn is the most popular in town. This was<br />

the first business ever built by Prasso Gallidy, the town’s nowlegendary<br />

founder. It sits on the northwest corner of the crossroads,<br />

right inside Gallidy Castle’s main courtyard. <strong>The</strong><br />

Gallidys themselves spend most of their evenings here. Merchants<br />

from Telflamm and far Kara-Tur drink at adjoining<br />

tables or even share a flask of wine.<br />

Two Stars is also home to a small Thayan enclave. It boasts<br />

the lowest prices on magic items outside of Thay itself. Most<br />

common magic items can be had here for 15% off the normal<br />

market price. <strong>The</strong> Thayans originally asked to build their enclave<br />

inside the walls of Gallidy Castle. Remembering Thay’s<br />

previous attempts to take over all <strong>The</strong>sk—including Two<br />

Stars—the Gallidys balked at this. Lady Gallidy didn’t want to<br />

permit the Thayans in her town at all, but their fabulous and<br />

exclusive new business was too much for her to resist.<br />

While there are many different types of shops in Two<br />

Stars, the most interesting—outside of the Thayan enclave, of<br />

course—would have to be the Seer’s Eye. This is a storefront<br />

opened up by an enterprising group of former adventurers to<br />

sell their services as high-level spellcasters. <strong>The</strong>y include a<br />

former Red Wizard among their ranks, along with both good<br />

and evil clerics. <strong>The</strong>y can cast just about any spell on 24 hours’<br />

notice, as long as they can obtain the necessary material components<br />

(not always an easy task). <strong>The</strong> most commonly requested<br />

spells are divinations to determine the potential fate of<br />

caravans heading across the Endless Wastes. This undertaking<br />

is always fraught with peril, and many merchants find it worth<br />

their while—and their lives—to hedge their bets by seeking<br />

useful prophecies before setting out on the long journey.<br />

IMPORTANT TEMPLES<br />

<strong>The</strong>re are many chapels in Two Stars but few temples. Most<br />

of these are staffed by a single cleric who ministers to the needs<br />

of the followers of his deity as they pass through. <strong>The</strong> only exception<br />

is the temple of Shaundakul, the patron of travelers.<br />

Just about everyone who passes through Two Stars stops to pay<br />

her respects to the Rider of the Winds. This keeps the head<br />

priest of the temple—Shanton Gallidy (CN male human Clr12<br />

of Shaundakul), cousin to Lady Gallidy—in great comfort. He<br />

has constructed the grandest temple to Shaundakul in all the<br />

<strong>East</strong>, despite the community’s relatively small size.<br />

cTwo Stars (Large Town): Conventional; AL CG; 3,000 gp<br />

limit; Assets 728,100 gp; Population 4,854; Mixed (human<br />

84%, orc 5%, half-orc 3%, dwarf 3%, half-elf 2%, gnome 2%,<br />

halfling 1%).<br />

Authority Figures: Lady Yolatir Gallidy, CG female human<br />

Ari2/Exp10 (ruler of the town).<br />

THESK<br />

186<br />

Important Characters: Captain Krekchaw, LN male half-orc<br />

Ftr6 (captain of the town watch); Nismer Chontalyn, LG<br />

male human Exp4 (proprietor of the Crossroads Inn); Hamal<br />

Kom, LN male human Div8/Red3 (proprietor and chief diviner<br />

of the Seer’s Eye).<br />

Gallidy Armsmen: War10, War8, War7, War6 (2), War5<br />

(2), War4 (6), War3 (7), War2 (24), War1 (167); Town<br />

Watch: War3 (2), War2 (5), War1 (9); Other Characters:<br />

Bbn4, Bbn3, Bbn2 (2), Bbn1 (3); Brd5 (2), Brd4, Brd3, Brd2<br />

(2), Brd1; Clr5, Clr4, Clr2 (2), Clr1 (3); Drd7, Drd5, Drd4,<br />

Drd3 (2), Drd1 (2); Ftr9, Ftr6, Ftr5, Ftr4 (2), Ftr3 (3), Ftr2<br />

(4), Ftr1 (5); Mnk4, Mnk3 (2), Mnk2 (2), Mnk1 (2); Pal4,<br />

Pal2 (2), Pal1 (2); Rgr5, Rgr3, Rgr2, Rgr1 (4); Rog8, Rog7,<br />

Rog6, Rog4 (2), Rog3 (2), Rog2 (3), Rog1 (5); Sor9, Sor7,<br />

Sor6, Sor4 (2), Sor3 (2), Sor2 (4), Sor1 (4); Wiz10, Wiz6,<br />

Wiz5, Wiz4, Wiz3 (2), Wiz2 (4), Wiz1 (5); Adp4, Adp3 (3),<br />

Adp2 (4), Adp1 (17); Ari7, Ari5, Ari4 (3), Ari3 (2), Ari2 (4),<br />

Ari1 (16); Exp9, Exp4 (2), Exp3 (7), Exp2 (14), Exp1 (125);<br />

War8, War5, War3 (2), War2 (2), War1 (8); Com11, Com5<br />

(2), Com4 (3), Com3 (28), Com2 (83), Com1 (4,192 ).<br />

Heroes and<br />

Monsters<br />

Characters native to <strong>The</strong>sk are most often humans, halflings,<br />

or half-orcs, although a number of gnomes inhabit the<br />

Dragonjaw Mountains. <strong>The</strong> humans of <strong>The</strong>sk are mostly<br />

Damaran, Rashemi, or Shou (although some Tuigans still<br />

remain, having decided to settle in the lands they formerly<br />

tried to conquer). Bands of gnolls from the Plateau of Thay<br />

sometimes wander down into the eastern portions of the country,<br />

and some of these humanoids find work as sellswords,<br />

guarding caravans and serving as bodyguards. Most <strong>The</strong>skian<br />

adventurers are bards, clerics, fighters, or rogues.<br />

Of the prestige classes introduced in Chapter 2: Prestige<br />

Classes, the most common in <strong>The</strong>sk are the Shou disciple and<br />

the Telflammar shadowlord (although Thayan slavers also<br />

prey on this land). <strong>The</strong> Shou Expatriate region described in<br />

Chapter 3: Regions and Feats is common among characters<br />

from the Shou-towns of <strong>The</strong>sk’s crowded cities. Several of the<br />

feats in this chapter are appropriate for <strong>The</strong>skian characters,<br />

especially Improved Grapple, a Shou fighting technique.<br />

Monsters native to these lands most often come from the<br />

laboratories of Thay. <strong>The</strong> blooded ones are common here,<br />

most often blood orcs sent from Thay to “patrol” the borders.<br />

Dread warriors and juju zombies spawned in Thay also harry<br />

the frontiers and plague the eastern reaches of <strong>The</strong>sk. Hagspawn<br />

and spirit folk are not uncommon in Ashanath, as the<br />

eastern reaches of <strong>The</strong>sk are close to Rashemen culturally and<br />

demographically as well as physically. For more information<br />

on new creatures, see Chapter 6: Monsters of the <strong>East</strong>.

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