Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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>.