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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.

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