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Unapproachable East.pdf - The Forgotten Realms

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Init +0; Spd 20 ft.; AC 20 (touch 10, flat-footed 20); Atk +11/<br />

+6 melee (1d10+4/×3 and disease, +1 diseased glaive) or +8<br />

ranged (1d8/19–20, masterwork light crossbow); SA Blight<br />

touch 1/day, rebuke undead 4/day; SQ Blightblood, illmaster;<br />

AL NE; SV Fort +12, Ref +3, Will +11; Str 14, Dex 10,<br />

Con 14, Int 8, Wis 16, Cha 12.<br />

Skills and Feats: Concentration +12, Heal +9, Knowledge<br />

(nature) +2, Listen +5, Spot +6; Brew Potion, Combat Casting,<br />

Great Fortitude, Martial Weapon Proficiency (glaive),<br />

Weapon Focus (glaive).<br />

Blight Touch (Su): Inflict Talona’s blight with successful<br />

melee touch attack (supernatural disease, Fort save DC 16, incubation<br />

1d6 days, damage 1d4 Constitution and 1d4<br />

Charisma, victim cannot recover without magical healing).<br />

Usable 1/day.<br />

Blightblood (Ex): Immune to all disease, magical or otherwise.<br />

Blightspawned creatures do not attack the blightlord<br />

unless the blightlord attacks them.<br />

Illmaster: Any animal companions the blightlord possesses<br />

gain the blightspawned template (this blightlord has no<br />

animal companions).<br />

Possessions: +1 diseased glaive, +2 full plate armor, wand of<br />

unholy blight (5 charges), potion of invisibility, masterwork<br />

light crossbow, 20 bolts.<br />

Spells Prepared (6/6/6/5/4/3; base DC = 13 + spell level):<br />

0—cure minor wounds (2), detect magic (2), light, resistance;<br />

1st—bane, command, cure light wounds (2), divine favor, protection<br />

from good*; 2nd—bull’s strength, cure moderate<br />

wounds, death knell, hold person, Snilloc’s snowball swarm*,<br />

summon monster II; 3rd—bestow curse, contagion*, cure serious<br />

wounds, dispel magic, protection from elements; 4th—air<br />

walk, death ward, enervation*, summon monster IV; 5th—<br />

cone of cold*, healing circle, righteous might.<br />

*Domain spell. Domains: Blightbringer (rebuke or command<br />

blightspawned creatures and evil-aligned animals or plants<br />

as an evil cleric rebukes undead, 4/day); Evil (cast evil spells<br />

at +1 caster level); Suffering (pain touch 1/day; successful<br />

melee touch attack bestows –2 penalty to subject’s Strength<br />

and Dexterity for 1 minute, does not affect creatures immune<br />

to critical hits).<br />

<strong>The</strong> Church of Kossuth<br />

No one questions the authority of the Red Wizards over Thay,<br />

but the red-robed mages are not the only power in that<br />

guarded realm. <strong>The</strong> faith of Kossuth, the Firelord, is prevalent<br />

throughout Thay. <strong>The</strong> clerics of Kossuth defer to the Red<br />

Wizards—as all in Thay must—but for generations, many<br />

who would check the wizards’ power have turned to the<br />

Church of Kossuth. <strong>The</strong> clerics of Kossuth have come to stand<br />

for law, justice, and a fierce national pride that is, in its own<br />

way, every bit as dangerous to the neighboring lands as the<br />

naked ambition of the Red Wizards. Thay’s millions are cowed<br />

by the Red Wizards and obey their commands out of fear—<br />

but should the Church of Kossuth ever supplant that power,<br />

Faerûn might face the threat of a Thay whose people served<br />

with courageous and selfless devotion.<br />

ADVENTURING IN THE EAST<br />

83<br />

<strong>The</strong> Church of Kossuth has little reach outside of Thay, although<br />

priests of the Firelord often accompany Red Wizards<br />

abroad. Clergy of Kossuth obey the Red Wizards, but unlike<br />

most Thayans, they are reasonably protected against the<br />

whims of the ruling mages. <strong>The</strong> zulkirs know that in a contest<br />

for the hearts and minds of the Thayan people, the<br />

Firelord’s clerics would most likely win—and therefore they<br />

harshly discipline any of their underlings who threaten the<br />

Church or its agents without sound reason.<br />

<strong>The</strong> Church sponsors several prominent orders or societies.<br />

<strong>The</strong> Order of the Fire Drake is a militant arm of the faith,<br />

whose knights guard its holiest locations and are bodyguards<br />

to important Kossuthans abroad. <strong>The</strong> Order of the Black<br />

Flame is a secret society of holy assassins who strike at the enemies<br />

of the faith wherever they may lurk. (See the Black<br />

Flame zealot prestige class in Chapter 2: Prestige Classes.) Finally,<br />

the Society of the Illuminating Flame is a monastic<br />

order that schemes to seize mastery of Thay.<br />

<strong>The</strong> Circle of Leth<br />

<strong>The</strong> Forest of Lethyr is home to one of the most powerful<br />

druidic hierarchies in all Faerûn—the followers of the Nentyarch,<br />

who traditionally governs affairs in Lethyr (and the<br />

Great Dale by default). <strong>The</strong>y are known collectively as the<br />

Circle of Leth, and they are served by the Nentyar hunters,<br />

a strong society of rangers, scouts, and warriors who carry out<br />

the commands of the druid circle. (See the Nentyar hunter<br />

prestige class in Chapter 2: Prestige Classes.)<br />

<strong>The</strong> Circle of Leth comprises three concentric rings, forming<br />

orders. Five high druids make up the first ring, standing just<br />

below the Nentyarch. <strong>The</strong> high druids advise the ruler of the<br />

Circle and are teachers and mentors to those below them. Nine<br />

druid masters make up the second ring and are the most active<br />

in searching out threats to the forest and the dale. <strong>The</strong>y command<br />

the Nentyar hunters in times of war; currently, several are<br />

engaged in a desperate battle to preserve what can be saved of the<br />

nearby Rawlinswood, working to stop the depredations of the Rotting<br />

Man and the blightlords. <strong>The</strong> third and most numerous ring<br />

is composed of the Circle’s initiates, low-ranking druids and<br />

novices who serve among the Nentyar hunters or apprentice<br />

themselves to a high druid or druid master, as the Circle requires.<br />

<strong>The</strong> Nine Golden Swords<br />

Among the teeming Shou towns of <strong>The</strong>sk’s Golden Way lurks<br />

an insidious peril—the Nine Golden Swords, a secret society<br />

of yakuza and their minions who seek to bind the Shou expatriates<br />

beneath their own ruthless rule. Once all Shou in <strong>The</strong>sk<br />

serve the Nine Golden Swords, the masters of the society aim<br />

to make themselves the secret lords of the land.<br />

<strong>The</strong> rogues and thugs who make up the hundreds of “soldiers”<br />

in the society go about their sordid business in much the same<br />

manner as crime syndicates anywhere do. <strong>The</strong>y peddle vices of<br />

all sorts in dens and houses of ill repute along the Golden Way,<br />

rob passing caravans, and intimidate local business owners,

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