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Unapproachable East.pdf - The Forgotten Realms

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hungry overlords in Telflamm. In turn, the presence of Shadowmasters<br />

in nearby cities allows these minor guilds to quickly<br />

dispose of dangerous merchandise and offers ready safehouses<br />

to members in trouble with local authorities.<br />

Shadowmaster agents seek out news of mercantile transactions<br />

or the discovery of unexpected wealth, such as the recovery<br />

of a long-lost hoard by a band of adventurers. <strong>The</strong>y<br />

inform the organization’s leaders, who decide on the appropriate<br />

course of action (often an operation to seize the wealth they<br />

view as rightfully theirs). <strong>The</strong> Shadowmasters also serve as information<br />

brokers for those who aren’t picky about the source,<br />

although their services are not cheap. Those who once do business<br />

with the Shadowmasters find that the thieves can make it<br />

difficult, even dangerous, not to do business with them again.<br />

d Shadowmaster Enforcer: Human Rog2/Ftr2; CR 4; Mediumsize<br />

humanoid (human); HD 2d6+2d10+4; hp 25; Init +7; Spd<br />

30 ft.; AC 18 (touch 13, flat-footed 15); Atk +5 melee (1d6+2/<br />

19–20, masterwork short sword) and +5 melee (1d6+1/19–20,<br />

masterwork short sword), or +6 ranged (1d6+2/×3, mighty composite<br />

shortbow [+2 Str bonus]); SA Sneak attack +1d6; SQ Evasion,<br />

search for traps; AL CE; SV Fort +4, Ref +6, Will –1;<br />

Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 10.<br />

Skills and Feats: Appraise +7, Balance +8, Climb +9, Gather<br />

Information +5, Hide +8, Intimidate +5, Jump +8, Move<br />

Silently +8, Open Lock +8, Spot +4, Tumble +8; Dodge, Improved<br />

Initiative, Mobility, Two-Weapon Fighting, Weapon<br />

Focus (short sword).<br />

Possessions: +1 mithral shirt, 2 masterwork short swords,<br />

mighty composite shortbow (+2 Str bonus), 20 arrows, potion<br />

of hiding.<br />

<strong>The</strong> Simbulmyn<br />

<strong>The</strong> Simbulmyn, or Simbul’s Guard, is a small company of elite<br />

palace guards who do much more than simply protect Aglarond’s<br />

queen. <strong>The</strong>y are also expert spies, engaging in secret missions<br />

in lands all around the Inner Sea. <strong>The</strong> primary concern<br />

of the Simbulmyn is the safety of the Simbul, but the general<br />

security and good order of Aglarond is a very close second, and<br />

they maintain a vigilant eye on all potential enemies.<br />

<strong>The</strong> Simbulmyn devote most of their efforts to watching the<br />

armies of Thay and spying out the plans of the zulkirs, tasks<br />

that call for lengthy undercover journeys into the heartland of<br />

Aglarond’s forbidding neighbor. <strong>The</strong> Guard also work assiduously<br />

to identify and neutralize Thayan spies in Aglarondan territory.<br />

Of late, the rise of the Sons of Hoar (see below) has<br />

attracted their attention, although the Simbulmyn are hesitant<br />

to suppress the movement for fear of throwing fuel on the fire.<br />

<strong>The</strong> Simbul’s Guard is under the command of High Captain<br />

Hovor Seawind (CG male half-elf fighter 4/rogue 6/Aglarondan<br />

griffonrider 8), a former adventurer who is fanatically devoted<br />

to his queen and would give his life for her in a heartbeat.<br />

Only experienced combatants who have demonstrated their<br />

loyalty to Aglarond are invited to join the Simbulmyn; the typical<br />

member is a human or half-elf Ftr4/Rog2, although many<br />

wizards and sorcerers may also be found among their ranks.<br />

ADVENTURING IN THE EAST<br />

85<br />

<strong>The</strong> Sons of Hoar<br />

Not all Aglarondans are content to be ruled by an immortal<br />

sorcerer-queen. Some among the wealthy old families of Velprintalar<br />

and Furthinghome believe the Simbul’s rule is a<br />

hopeless despotism with no end in sight. <strong>The</strong> Sons of Hoar are<br />

a secret society of nobles, well-to-do merchants, and landowners<br />

who long to shape events in Aglarond as in other lands—<br />

with the power of coin and the rule of law.<br />

Many of the Sons of Hoar hope for opportunities to enrich<br />

themselves at the expense of others, but the organization also<br />

includes idealists and populists who argue that the Simbul<br />

cannot truly understand the concerns of common folk. <strong>The</strong><br />

cynical hardcore of the society are happy to let the idealists’<br />

stirring words and impassioned pleas mask their own plots.<br />

Thus, the Sons consist of a secret leadership of nobles and<br />

merchants (many of lawful evil alignment) who lurk behind<br />

a much larger group of younger men who romanticize revolution<br />

and dream of winning over the hearts of the Aglarondan<br />

people.<br />

<strong>The</strong> Sons of Hoar are bound by a common veneration for the<br />

Doombringer, as one might expect. In Aglarond, Hoar’s old Untheric<br />

aspects of law, justice, and noble war overshadow the<br />

deity’s portfolio of vengeance. <strong>The</strong> High Fatemaster Nomyr<br />

Dedriech (LN male human Clr12 of Hoar) is the current First<br />

Son, although the true power in the organization is the wealthy<br />

Duke Varran Gloskil (LE male human Ari8/Ftr7). Gloskil<br />

dreams of reshaping Aglarond as a land free of “witches” and<br />

elves, under the rule of merchant oligarchs such as himself.<br />

<strong>The</strong> Sons of Hoar are growing more restive and daring.<br />

<strong>The</strong>ir agents seek to cultivate foreign support for the Simbul’s<br />

overthrow, intimidate the sorcerer-queen’s supporters through<br />

kidnapping and sabotage, and infiltrate the army and palace<br />

guards of Aglarond.<br />

<strong>The</strong> Wychlaran<br />

<strong>The</strong> Witches of Rashemen, or wychlaran as they call themselves,<br />

are discussed at length in Chapter 10: Rashemen, but<br />

like the Red Wizards of Thay, their actions and influence<br />

ripple throughout the lands of the <strong>East</strong>. For centuries, the<br />

wychlaran defended their homeland against Thay, but now<br />

that the Red Wizards have set aside their dreams of conquering<br />

their neighbors in favor of aggressive and forthright<br />

trade, the Witches are unsure how to proceed.<br />

Without the constant threat of Thayan raids, spies, or<br />

armies, the wychlaran have turned to strengthening their land<br />

against the war they know must follow Thay’s commercial<br />

overtures. Witches roam the nearby lands of <strong>The</strong>sk, Ashanath,<br />

and the Great Dale, keeping a wary eye on all Thayan activities<br />

and building up a network of foreign informants to provide<br />

key insights into Thayan plans. Since Thayan spies are no<br />

longer creeping into Rashemen in numbers, the wychlaran<br />

seek them out in foreign lands and find other problems to<br />

worry about in the process—the blightlords of the Rawlinswood,<br />

the Shadowmasters of Telflamm, even the Nine Golden<br />

Swords of <strong>The</strong>sk.

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