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