Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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with earthquakes, freakish storms, and strange monsters. Fortunately,<br />
most of these battlefields are in the northern, less<br />
populated reaches of the country. <strong>The</strong> icy lakes and rivers that<br />
form Rashemen’s western border are enough to deter casual<br />
aggressors, and the fury of its native sons and daughters drives<br />
off all but the most determined attackers. <strong>The</strong> people of<br />
Rashemen love their home despite its dangers and prefer to<br />
keep it untarnished by the footprints of ignorant visitors.<br />
Major Geographic<br />
Features<br />
Lake Ashane is the longest natural feature defining Rashemen’s<br />
borders. Icy cold and inhabited by water spirits and<br />
aquatic monsters, it is the lifeblood of many fishing villages.<br />
Ferries cross at Mulsantir, where the Golden Way spans the<br />
lake. <strong>The</strong> Ashane ices every winter, particularly in its narrower<br />
stretches, and caravans cross on foot when the surface<br />
is frozen.<br />
Lake Mulsantir is a turbulent body of water that forms<br />
part of the border with Thay. In years past, the Red Wizards<br />
stocked the lake with hostile magical crossbreeds, but such<br />
things were as likely to return south against their creators as<br />
to go north, so this practice has ceased. Some of the more cunning<br />
creatures survive, though, and are blamed whenever boats<br />
disappear on this lake. Mulsantir connects with Lake Ashane<br />
through a broad passage referred to as the River Mulsantir.<br />
Rashemen’s southern border continues east from Lake Mulsantir<br />
along the Gorge of Gauros to the Sunrise Mountains.<br />
Evil humanoids and natural predators make life dangerous for<br />
travelers and prospectors here. <strong>The</strong> border runs north past the<br />
ruins of Citadel Rashemar, which is inhabited by fell creatures<br />
and ruled by a powerful hag sorcerer, then north and northeast<br />
along the edge of the Endless Waste until it reaches the<br />
Icerim Mountains. Frost giants, frost worms, taers, and white<br />
dragons lurk in the Icerims, but these creatures dislike the relative<br />
warmth of the flatlands and are rarely seen there. <strong>The</strong><br />
southern edge of the Icerims forms the country’s northern<br />
border to the Falls of Erech, which flow downstream to join<br />
Lake Ashane.<br />
Most interesting features of Rashemen are confined to its<br />
southern parts. <strong>The</strong> eastern side of Lake Ashane cradles the<br />
Ashenwood, a wild forest inhabited by hungry monsters. <strong>East</strong><br />
of the Ashenwood are the Running Rocks, a leg of the Sunrise<br />
Mountains reputed to have mystical powers and connections<br />
to the Underdark. <strong>The</strong> Urlingwood to the north is<br />
controlled by the Witches and forbidden to all others under<br />
penalty of death. In the middle of the southern flatlands is<br />
Lake Tirulag, fed by rivers originating in the forests and inhabited<br />
by an “ice dragon.”<br />
RASHEMEN<br />
130<br />
Ashenwood<br />
This ancient forest is primarily ash, aspen, fir, and pine.<br />
Mighty spirits live in the stones and trees, capable of imparting<br />
great wisdom to listeners or exacting terrible<br />
vengeance on those who trespass. By ancient tradition, the<br />
Ashenwood remains unpopulated, both as a precaution<br />
against the anger of the spirits and as a promise to preserve<br />
this most sacred and pristine part of Rashemen.<br />
While no Rashemi live here permanently, some enter for<br />
a short time to hunt or to complete a quest. <strong>The</strong>se visits always<br />
begin with prayers and small gifts for the spirits to ensure<br />
their favor. A typical offering is a flask of clean water, a handful<br />
of fertile earth from a garden or farm, and a meal consisting<br />
of several kinds of food that would appeal to the<br />
creatures of the forest. <strong>The</strong> meal is burned on a smoky fire in<br />
the middle of a circle of stones so the smell of it will reach<br />
the spirits.<br />
<strong>The</strong> subjects of a hunt are usually perfect specimens of a<br />
particular kind of animal (such as a stag), although dangerous<br />
dire animals are common prey as well. Whenever a hunt is successful,<br />
the hunters make offerings so that the creature’s spirit<br />
will become a telthor (see Chapter 6: Monsters of the <strong>East</strong>)<br />
or at least will not seek vengeance against the hunters.<br />
In addition to mundane creatures and spirits, fierce monsters<br />
inhabit the forest, such as annis hags, ettercaps, owlbears,<br />
stirges, and trolls. Some of these creatures are very old and<br />
cunning and have grown to unusual size. Rashemi legend tells<br />
of Hornclaw the Gray, an owlbear bigger than most giants and<br />
said to be over a hundred years old, and of Dar-Guran, a fell<br />
troll who can take off a man’s head in one bite.<br />
Not all of the unusual residents of the Ashenwood are so<br />
dangerous. Bristlebeard, an awakened dire boar with patches<br />
of bright red hair, listens to the telthors and watches over<br />
Rashemi who become lost in the forest. Stormwind (NG treant<br />
of 20 HD) is a huge and ancient treant who sleeps for decades<br />
at a time but awakens to speak to the Witches when they need<br />
his council. Stormwind is so large that he has been mistaken<br />
for the Wood Man, a legendary embodiment of the power of<br />
the forest that is said to defend Rashemen against invaders.<br />
Ashanath<br />
With the exception of the trade-town of Kront (see Chapter<br />
9: <strong>The</strong> Great Dale) at its north end, this plain is completely<br />
uninhabited by humanoids. Grassy with rich dark soil and a<br />
few small herds of wild oxen and ponies roaming its length,<br />
the Ashanath is an untouched breadbasket. Resources are so<br />
plentiful in this area that they easily could support a large<br />
city-state such as those along the Moonsea, but people do not<br />
settle here because of the frequent tornadoes that tear up the<br />
earth for miles at a stretch. Regardless of the season or ambient<br />
weather conditions, this territory experiences dozens of<br />
tornadoes a year—sometimes as often as once a tenday.