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Unapproachable East.pdf - The Forgotten Realms

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THE VREMYONNI<br />

While the wychlaran serve Rashemen as judges, rulers, priests,<br />

and warriors, men with spellcasting ability are segregated<br />

from their kin as vremyonni, or “Old Ones.” Divine spellcasters<br />

such as clerics or druids are not required to set themselves<br />

apart in this way, but Rashemi expect wychlaran to<br />

placate the spirits and intercede with the gods, so male clerics<br />

or druids do not have a role in society. Most become hermits<br />

or eventually join a berserker lodge (after multiclassing<br />

as barbarians) and become advisors to these elite brotherhoods.<br />

Men who happen to be arcane spellcasters have no such<br />

option. <strong>The</strong>y must secret themselves among the hidden villages<br />

and cavern strongholds of the vremyonni, or they must<br />

leave Rashemen. To refuse this command is death. Most Old<br />

Ones accept this as the way of things and do not begrudge<br />

their seclusion. In their hidden refuges, they become expert<br />

weaponsmiths and item-crafters, creating potent magic weapons<br />

for the berserkers and wychlaran in defense of the land.<br />

On very rare occasions, when Rashemen faces the direst<br />

threats, vremyonni take the field and march to war alongside<br />

the wychlaran. Masked like their hathran sisters, each binds<br />

himself to a hathran with a short length of silken cord, and<br />

the paired spellcasters work as deadly teams.<br />

Adventurers<br />

True adventurers—people who wander about solving problems<br />

and investigating strange old ruins—are rare in Rashemen, for<br />

most get such urges out of their system in the dajemma. Most<br />

adventurers within Rashemen are nobles (usually men and<br />

women born of powerful and influential berserkers) who undertake<br />

dangerous quests to prove their fitness and courage.<br />

Adventurers from other lands are viewed with as much suspicion<br />

as any foreigner unless traveling with a hathran or respected<br />

berserker. Such folk are uncommon, although they are<br />

sometimes seen along the Golden Way, acting as caravan<br />

guards or heading to explore remote dungeons. Adventurers<br />

are most common in the North Country, where the locals are<br />

happy to point strangers toward the nearest ruin just to get<br />

rid of them.<br />

Most settlements in Rashemen have only one small establishment<br />

for dealing with foreign adventurers (locals can usually<br />

stay with family or at a berserker lodge-house). Mulptan<br />

and Shevel are the exceptions, having become used to caravan<br />

traffic and strange faces. Visiting adventurers are often forced<br />

to sleep outside, as no right-minded Rashemi would even lend<br />

a barn to someone who may be a spy for the Red Wizards.<br />

Many adventurers freeze to death in the colder months,<br />

unused to such a reception and unprepared for the extreme<br />

temperature.<br />

All strangers are encouraged to move along after a couple<br />

of days, and foreign spellcasters are advised to use as little<br />

magic as possible within Rashemen’s borders for fear of upsetting<br />

the locals, spirits, and Witches.<br />

RASHEMEN<br />

140<br />

Politics and Power<br />

Rashemen has had the same form of government for over<br />

1,400 years. Not long after the empires of Narfell and Raumathar<br />

collapsed, the tribes of the Rashemi were united with<br />

the help of a mysterious band of women spellcasters, the<br />

wychlaran. <strong>The</strong> women swore to protect Rashemen, its people,<br />

and its native spirits until the end of the world. In exchange,<br />

they asked only for the power to choose Rashemen’s kings and<br />

war leaders. <strong>The</strong> Rashemi, having seen how effectively the<br />

wychlaran battled against the Nars and Raumathari, gratefully<br />

agreed, and the first Iron Lord was selected sometime<br />

around seventy-five years before the start of the Dalereckoning<br />

calendar.<br />

History of Rashemen<br />

Rashemen’s history is a long series of invasions by hostile<br />

neighbors, followed by the invaders’ defeat by berserker fury<br />

and hathran magic. <strong>The</strong>se enemies include old Narfell and<br />

Raumathar, Mulhorand (seeking to expand its holdings from<br />

its northernmost territory), the Tuigan Horde, and Thay,<br />

which is responsible for at least twenty major invasion attempts<br />

in the past 450 years. Because Rashemen is isolated and<br />

communicates little with the outside world, the details of most<br />

of these attacks are not well known, but the following events<br />

have become common knowledge.<br />

–5000 First human tribesfolk settle in Rashemen.<br />

–1967 First Mulhorand-Unther war. Rashemi, Raumviran,<br />

Sossrim, and Nar tribesfolk are employed as mercenaries<br />

by both sides.<br />

–1076 <strong>The</strong> Orcgate opens on the plateau of Thay. Mulhorand<br />

and Unther ally against the threat. Rashemen is<br />

overrun by orcs.<br />

–1069 <strong>The</strong> Orcgate is destroyed; many orcs flee into the Sunrise<br />

Mountains.<br />

–970 <strong>The</strong> Nentyarch of Tharos builds his capital at Dun-<br />

Tharos and forges the Crown of Narfell. He begins a<br />

campaign to conquer the various petty Nar realms<br />

and unite them beneath his rule.<br />

–946 <strong>The</strong> Nentyarch’s armies destroy Shandaular, capital of<br />

Ashanath; all Nar kingdoms are united.<br />

–900 <strong>The</strong> Raumvirans establish the realm of Raumathar,<br />

with its capital at Winterkeep.<br />

–160 Year of the Stone Giant: Narfell and Raumathar destroy<br />

each other with terrible magic. Rashemen is ravaged<br />

by demons and destructive spells.<br />

–148 Year of the Black Marble: Rashemen falls under the<br />

rule of the demon lord Eltab.<br />

–108 Year of the Wand: A secretive order of Witches surfaces<br />

in Rashemen. Of Raumviran ancestry, they are<br />

sworn to preserve the lore and learning of the Empire<br />

of Raumathar.

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