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Unapproachable East.pdf - The Forgotten Realms

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<strong>The</strong> Wizards’ Reach is not part of the kingdom of Aglarond<br />

and never has been. It is so named for the powerful magical<br />

empires that dominated this stretch of water for thousands of<br />

years. Its cities were founded by the people of ancient Unther<br />

(and Chessenta, which was subjugated by Unther at the time),<br />

and over the last ten centuries they have been Untheric<br />

colonies, independent, a loose league of their own, Chessentan<br />

conquests, independent again, and finally Thayan conquests,<br />

which is the current situation. In practice, the Red Wizards<br />

hold Escalant in strength, Laothkund loosely, and Delthuntle<br />

not at all.<br />

<strong>The</strong> Wizards’ Reach has always been wilder and less settled<br />

than the lands to the north. It has been nearly three centuries<br />

since any single power grasped these cities in one hand, so communications<br />

and settlement in the lands between are haphazard.<br />

Monsters shelter in the southern eaves of the Yuirwood,<br />

roaming the wilder places of the coastal plains, and the<br />

marshes are home to dangerous lizardfolk and sivs. Most travel<br />

and trade between cities is by sea—ruined settlements and forgotten<br />

towers are common along the abandoned coastal roads.<br />

<strong>The</strong> Yuirwood<br />

<strong>The</strong> Yuirwood is named for the Yuir, the ancient star elves and<br />

green elves who once made this part of the world their home.<br />

Once this vast, green forest covered almost the entire peninsula,<br />

but today Aglarond’s largest cities and most of its people<br />

are scattered along its rocky northern coast. In six centuries<br />

of human settlement, its northern edges have receded up to<br />

fifty miles from the coast at some points, but the tenacious<br />

forest seems to be making a comeback.<br />

<strong>The</strong> Yuirwood divides Aglarond into two nations—or three,<br />

if you count Altumbel as separate, as its inhabitants do. <strong>The</strong><br />

Aglarond most travelers see is the old human realm of Velprin<br />

along the coastal plains of the northern shore. It consists<br />

of wide, rolling farmlands and handsome port cities, interspersed<br />

with the manors and estates of Aglarond’s human nobility<br />

and wealthy merchants. While half-elves thrive here,<br />

they are outnumbered by their human kin. Some fear that in<br />

the lands north of the Yuirwood, Aglarond’s half-elven heritage<br />

is slowly drowning in a rising sea of humanity.<br />

<strong>The</strong> other Aglarond—the old, true land—consists of the<br />

half-elf villagers and foresters who call the Yuirwood their<br />

home. <strong>The</strong>se are an insular people, suspicious of strangers,<br />

even fellow Aglarondans of the coasts. <strong>The</strong>y recognize the rule<br />

of the Simbul and her advisory council but have as little to do<br />

with the outside world as possible. Those who get to know the<br />

people of the Yuirwood find them to be warm companions and<br />

loyal friends. This is rare, however, since the half-elves hide<br />

in the deep woods and do not confront strangers unless pressed<br />

by need or circumstance.<br />

<strong>The</strong> Yuirwood is a temperate deciduous forest, with milder<br />

winters than typical of a land at this latitude. In the spring<br />

and summer, it is a sweltering tangle of brush and dense<br />

thickets, virtually impassable to anyone who doesn’t know<br />

its ways. A low but rugged spine of forest-covered hills runs<br />

the length of the peninsula, and from these well-watered<br />

AGLAROND<br />

100<br />

highlands innumerable streams descend to the coastal lands,<br />

although few are large enough to be termed rivers. Game is<br />

plentiful but wary, as dangerous beasts and monstrous predators<br />

hunt through the green gloom. Few truly malevolent<br />

creatures haunt the forest, but foul-tempered beasts such as<br />

boars or monstrous spiders are every bit as dangerous to the<br />

unwary traveler.<br />

Strange enchantments and old, strong magic are thick in<br />

the Yuirwood. <strong>The</strong> ancient star elves were masters of powerful<br />

magic, and they left behind two legacies that continue to<br />

be useful. First, the Yuirwood is impenetrable to detection and<br />

scrying magic. Attempts to pierce the Yuirwood’s leafy canopy<br />

reveal the wood, but that’s it. <strong>The</strong>y cannot reveal any specific<br />

location, nor can they magically locate or track anyone under<br />

its boughs. <strong>The</strong> subject is not shielded in any way—it just<br />

seems not to be there, or anywhere else, at all. Over the centuries,<br />

this phenomenon has served Aglarond well, since enemies<br />

who inspect the place magically find nothing to report.<br />

Second, the Yuirwood is littered with ruins, remnants of the<br />

great elven society that once called this land home. <strong>The</strong>se are<br />

wonderful places for treasure seekers, but the most amazing<br />

ruins are the circles of menhirs, standing stone monuments<br />

carved in an ancient Elven dialect. <strong>The</strong> magic of these circles<br />

has faded with the strength of the Yuirwood itself, but there<br />

is some power left in them.<br />

<strong>The</strong> menhir circles, many of which are nearly swallowed by<br />

the forest’s undergrowth, form a network of portals that can<br />

be activated by those who know their secret. This knowledge<br />

is guarded by an elite group of half-elven druids and rangers<br />

known as the Masters of the Yuirwood. (For more about this<br />

organization, see Chapter 3: Prestige Classes.) Using these circles,<br />

they can quickly transport themselves and their friends<br />

from one point in the Yuirwood to another instantaneously.<br />

Menhir circles sometimes trigger themselves by the light of<br />

a full moon, and they are frequently employed by the Yuirwood’s<br />

fey folk on these nights.<br />

Any of these portals can connect to any other menhir circle<br />

within the Yuirwood, but never beyond—at least not intentionally.<br />

When not triggered by a Master of the Yuirwood,<br />

treat these stone circles as malfunctioning portals. (See Chapter<br />

2: Magic in the FORGOTTEN REALMS Campaign Setting<br />

for details.)<br />

SILDËYUIR<br />

More than two thousand years ago, the depths of the Yuirwood<br />

held the realm of Yuireshanyaar, home to the reclusive<br />

star, or mithral, elves. Faced with aggressive human settlers<br />

along the Wizards’ Reach (most from Old Unther) carving<br />

out lands of their own from the ancient forest, the star elves<br />

decided to withdraw from Faerûn. <strong>The</strong>ir High Mages forged<br />

a forestwide network of stone circles and then worked a<br />

mighty spell through the standing stones that created a demiplane<br />

for the star elves to call their own. Most departed<br />

Faerûn at that time.<br />

Sildëyuir is a plane of eldritch beauty, a land of perpetual<br />

twilight illuminated by a host of glittering stars. It extends

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