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Unapproachable East.pdf - The Forgotten Realms

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of berserkers meet, blood stains the ground for many miles.<br />

Fortunately, weather and water discourage this behavior, but<br />

when populations grow large in Narfell and resources grow<br />

thin, foolish young Nars are willing to raid Rashemen. Recently<br />

the Witches have encouraged the berserkers to leave defeated<br />

raiders alive, but only after removing an arm. <strong>The</strong>se<br />

grim survivors of pointless Nar raids are sent home to remind<br />

their fellows of the consequences of attacking Rashemen.<br />

<strong>The</strong> most aggressive of these horse-raiders are the Ragnor<br />

tribe, a powerful band of barbarians who live on the steppes<br />

north of the Firward Mountains. <strong>The</strong> Ragnor tribe is led by<br />

a vicious killer called Ghur-Tha the Cleaver (CE male human<br />

Bbn4/Clr9 of Orcus) who delights in capturing enemies alive<br />

and sacrificing them to his demonic patron.<br />

RED WIZARDS OF THAY<br />

<strong>The</strong> primary enemies of modern Rashemen are the Red Wizards<br />

of Thay and their servants, slaves, and armies. Even<br />

though the common people of Thay have no reason to hate the<br />

Rashemi, Thay’s history of war with Rashemen and the constant<br />

exhortations of the Red Wizards have convinced the lower<br />

classes that the Rashemi are a horrible and debased people.<br />

Fortunately for Rashemen, the Red Wizards have been incompetent<br />

in execution of their goals of conquest, wasting resources<br />

fighting one another instead of focusing on their<br />

opponents. <strong>The</strong>y might take the field with an army of orc<br />

troops and a new magical crossbreed that loves to eat orcs, or<br />

send a squadron of griffonriders to aid a gnoll tribe that hates<br />

all flying creatures. <strong>The</strong>y give imprecise orders to mindless<br />

undead, so that thousands of troops walk aimlessly into the<br />

forest or march themselves into a lake. <strong>The</strong> Red Wizards are<br />

best when dealing with opponents directly—using spells and<br />

magic items they wield themselves—but they avoid such tactics,<br />

which put them directly in harm’s way.<br />

Now that the Thayans are focusing on trade rather than<br />

military conquest, it will be interesting to see what happens<br />

to their long-term relationship with Rashemen. <strong>The</strong> Rashemi<br />

aren’t going to forget five hundred years of conquest attempts<br />

overnight, and the Red Wizards aren’t going to forget their<br />

defeats at the hands of the hathrans, nor the phenomenal<br />

magic hoards of the Old Ones. Even if the Thayans succeed<br />

at spreading their trade enclaves throughout the nearby lands,<br />

the Rashemi will be a tough sell.<br />

Cities and Sites<br />

Most Rashemi live outside of large settlements, preferring<br />

separated homesteads surrounded by small tracts of farmland<br />

or pasture. <strong>The</strong>ir homes are usually built to blend in with the<br />

countryside. Some are stone, covered with earth and grass;<br />

others are built against small hillside caves; and a few are<br />

almost completely buried, looking like nothing more than a<br />

low knoll. Rashemi cities are small and compact, with buildings<br />

made of dark wood and stone and topped with sod and<br />

RASHEMEN<br />

143<br />

grass. <strong>The</strong> thick walls keep out the cold weather and are<br />

treated to resist burning (always a danger when a constant fire<br />

is needed for much of the year). Rural Rashemi look down on<br />

the city dwellers, considering them soft, but in truth the residents<br />

of Rashemen’s cities live much the same as the country<br />

folk, although with shorter walks to their neighbors.<br />

Citadel Rashemar (VILLAGE)<br />

This great fortress once held a garrison of over 2,000 Rashemi<br />

troops, ready to repel bandits and protect traders moving<br />

within the country. When the Tuigan Horde invaded in 1359<br />

DR, they left 5,000 troops behind to besiege the fortress. With<br />

the hathrans distracted by the main Tuigan force, the defenders<br />

of the citadel were left unsupported. Ballads are still<br />

sung by Rashemi bards about the valor and bravery of the<br />

doomed soldiers, who held out for three months against superior<br />

numbers. When the Tuigans finally took the fortress, they<br />

mercilessly slaughtered all the defenders and the other locals<br />

who had taken shelter within. <strong>The</strong> Tuigans then pulled down<br />

its mighty walls with teams of strong horses, leaving little<br />

more than piles of shattered stone. Although the Tuigans were<br />

defeated soon thereafter, Citadel Rashemar was not rebuilt.<br />

<strong>The</strong> fallen citadel is now the haunt of foul creatures. Goblins<br />

lair in the upper levels as well as in the remnants of the<br />

village that surrounded the fort. Monstrous spiders crawl over<br />

the ruins and are sometimes used as steeds by the goblins. <strong>The</strong><br />

lower levels are the lair of Chaul (NE female annis hag sorcerer<br />

6/durthan 7), a powerful spellcaster and an enemy of the<br />

hathrans, having slain two of them who sought to expel her.<br />

Chaul is guarded by eight barbarian ogres and by goblins apt<br />

at sorcery, and she is grooming her spellcasting followers for<br />

the ability to use place magic. Her closest ally is Durakh Haan<br />

(NE female half-orc Clr9 of Luthic), a woman of unknown<br />

heritage but a bitter disposition. In combat, Chaul’s ogres are<br />

enhanced by Durakh’s magic, each leading a wing of twenty<br />

goblins trained in dealing with berserkers (using hit-and-run<br />

tactics to deplete their rage). Chaul and Durakh stay out of<br />

sight of their enemies, with Durakh casting raise dead to replenish<br />

any fallen allies and animate dead on fallen foes. <strong>The</strong><br />

undead guard inner portions of the ruins, while the cleric’s<br />

power to restore the dead to life has filled the goblins with unshakeable<br />

faith in themselves and their leaders.<br />

Citadel Rashemar was originally a ring-shaped hilltop<br />

fortress enclosing an area almost 300 yards across within its<br />

outer walls, with towers enspelled against long-range magic<br />

like that used by the Red Wizards. Its most intact part is the<br />

inner keep that caps the shaft leading to the subterranean<br />

levels. <strong>The</strong> former walls have been rearranged into defensive<br />

lines surrounding the central keep, and the scattered stones<br />

have been re-formed into crude, one-story towers able to conceal<br />

an ogre. Covered passages run from the keep to each<br />

tower, allowing troops to move to and from these outer positions<br />

without being exposed to ranged attacks. <strong>The</strong> houses in<br />

the remains of the outlying village are little more than empty<br />

shells, but the goblins have dug shallow tunnels beneath, which<br />

they use as their homes. Anyone approaching is noticed long

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