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Unapproachable East.pdf - The Forgotten Realms

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<strong>The</strong> Iron Lord has traditionally left the governing of Thasunta<br />

to the leaders of the berserker lodges, in particular the<br />

Old Lodge—a brotherhood reserved for the wisest and most<br />

experienced warriors. A berserker must master the fighting<br />

techniques of no fewer than three other lodges before being<br />

considered for membership in the Old Lodge. Currently, the<br />

Master of the Old Lodge is Jhorrgel the Black (CN male<br />

human Bbn20). For someone so fierce in battle, Jhorrgel is a<br />

surprisingly patient and perceptive leader.<br />

Tinnir (VILLAGE)<br />

This small community is partially hidden in a wooded vale<br />

along Lake Tirulag, and most travelers on the Golden Way pass<br />

it without realizing there is a settlement just out of sight. In addition<br />

to the typical Rashemi dwellings, there are several whitewashed<br />

buildings in the style of western Faerûn. <strong>The</strong> villagers<br />

are mainly fisherfolk, supplementing their food with small gardens.<br />

<strong>The</strong> village sees some traffic from travelers on the lake,<br />

and the Lakeside Inn caters to those who would stay overnight.<br />

<strong>The</strong> inn is an old two-story structure run by Vrulla the<br />

White, a friendly old woman fond of telling stories. Legend<br />

has it that Chauntea blessed some of the rooms of the inn so<br />

that anyone who slept in one would be granted wondrous<br />

dreams and good fortune in life. However, the blessed rooms<br />

change often, so trying to find the right one is a gamble. <strong>The</strong><br />

inn is guarded by Nyella, the spirit of a dog belonging to the<br />

man who built the inn over a century ago. Nyella is fond of<br />

barking at strangers but is very protective of the inn, Vrulla,<br />

and anyone she seems to favor.<br />

cTinnir (Village): Conventional; AL NG; 200 gp limit;<br />

Assets 5,400 gp; Population 540; Isolated (humans 99%).<br />

Authority Figure: Urphong Vazsil Breshk, NG male<br />

human Ftr6 (lord of the town).<br />

Important Characters: Vrulla the White (NG female human<br />

Clr2 of Chauntea).<br />

<strong>The</strong> Urphong's Guard: Bbn4, Ftr3, War3 (2), Bbn2 (2),<br />

War2 (8), Bbn1 (2), Ftr1 (2), War1 (23).<br />

Other Characters: Bbn5, Bbn2; Brd6, Brd3 (2), Brd1; Clr5,<br />

Clr2 (2), Clr1 (3); Drd5, Drd4, Drd3, Drd2 (2), Drd1 (2);<br />

Ftr5, Ftr3, Ftr1 (2); Mnk2, Mnk1 (2); Rgr6, Rgr2, Rgr1 (4);<br />

Rog3, Rog1 (2); Sor4, Sor1 (2); Wiz5, Wiz1 (2); Adp6, Adp4,<br />

Adp1 (4); Ari4, Ari3, Ari2, Ari1 (2); Exp6, Exp5, Exp4,<br />

Exp3, Exp2 (2), Exp1 (14); War7, War3, War2 (4), War1<br />

(11); Com7, Com6, Com5, Com4 (2), Com3 (5), Com2 (19),<br />

Com1 (381).<br />

Urling (HAMLET)<br />

This community is easily overlooked by the ignorant. It looks<br />

like nothing more than a grove of alders and evergreen trees<br />

growing among clusters of grassy mounds. <strong>The</strong>se mounds are<br />

in fact the homes of the Witches of Rashemen, built in the<br />

traditional style and covered with soil and plants. Most of the<br />

RASHEMEN<br />

147<br />

inhabitants are hathrans, their spouses, and servants (ethrans<br />

normally live among the common folk and only come here to<br />

meet with their superiors). Foreigners are not forbidden<br />

here—and certainly are not executed for visiting—but<br />

anyone other than an ethran, a hathran, or an immediate<br />

family member is encouraged to leave after a day or two.<br />

One of the larger mounds is the Green Chapel, a quiet inn<br />

for those who have come to speak to the hathrans. Any who<br />

stay at the Green Chapel are warned of the consequences of<br />

entering the Urlingwood. <strong>The</strong> inn is run by Selov (LN male<br />

human Wiz15), a former Old One who accidentally stripped<br />

himself of all magical ability while testing a mage-negating<br />

spell he created to use against the Red Wizards. Selov is<br />

trusted by the Witches and is protected by several spells that<br />

will wipe portions of his memory if he is ever interrogated<br />

about the secrets of the Old Ones.<br />

<strong>The</strong> leading hathran of Urling is the Lady Yhelbruna (LN<br />

female human Clr6/Wiz12/Hth10), the oldest and most powerful<br />

hathran in Rashemen. Yhelbruna spends little time looking<br />

after the town; the hathrans keep their own affairs in<br />

order and quickly deal with troublesome intruders. Nythra of<br />

the Seven Rivers (NG Wiz4/Clr4/Hth4) is Yhelbruna’s<br />

spokeswoman. She is friendly and talks openly with nonhathran<br />

Rashemi, and even consents to speaking with the rare<br />

foreign visitor whose business takes him to Urling.<br />

Heroes and<br />

Monsters<br />

Most characters from Rashemen are barbarians, clerics,<br />

druids, fighters, or wizards. Rangers from Rashemen may<br />

choose Thayans as a favored enemy. Humans are far and away<br />

the most common Rashemi characters, but hagspawn, spirit<br />

folk, and taers exist in various portions of the country and<br />

often take up the adventurer’s career.<br />

Chapter 2: Prestige Classes describes several prestige classes<br />

common in Rashemen, including the durthan, the Raumathari<br />

battlemage, and the runescarred berserker. Chapter 3: Regions<br />

and Feats introduces a number of new feats appropriate<br />

to characters of Rashemi origin, such as Draw From the Land,<br />

Extended Rage, Improved Grapple, Rashemi Elemental Summoning,<br />

Vremyonni Training, and feats associated with the<br />

various berserker lodges.<br />

Rashemen is home to a number of unique monsters rarely<br />

encountered in other lands. New monsters presented in Chapter<br />

6: Monsters of the <strong>East</strong> include two varieties of hag (the<br />

bheur, a hag with an affinity for cold magic, and the shrieking<br />

hag, a deadly hunter of the steppes), the orglash (an air<br />

elemental with a love of frozen temperatures), the telthor (an<br />

incorporeal fey creature), the thomil (a tough variety of earth<br />

elemental), and the uthraki (an evil shapechanger active<br />

mainly at night).

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