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Unapproachable East.pdf - The Forgotten Realms

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Across the wide lands of Faerûn, bards and travelers<br />

tell strange tales of the <strong>Unapproachable</strong><br />

<strong>East</strong>, a distant land of proud barbarians, forestgrown<br />

ruins, and dreadful wizardry. It is a world filled with<br />

ancient mysteries and endless strife, a swirling maelstrom of<br />

exotic beauty and hell-spawned peril, where tribes value freedom<br />

more than their lives and slaves groan under the worst<br />

kind of sorcerous oppression. It is a crossroads and a battleground<br />

where <strong>East</strong> meets West and today struggles to claw<br />

itself free of the half-remembered past. So fantastic is the reputation<br />

of this region in western Faerûn that in the taverns<br />

and taprooms of a dozen western cities, skeptics greet an<br />

unlikely tale or fanciful fable with a snort and mutter, “In the<br />

<strong>East</strong>, perhaps!”<br />

<strong>The</strong> story of the <strong>Unapproachable</strong> <strong>East</strong> is the roll of ancient<br />

empires, terrible magic, and the clash of human races<br />

and realms. Unlike the lands of the west, where elven and<br />

dwarven realms of great antiquity shielded the young<br />

human kingdoms from monstrous threats, few nonhuman<br />

realms have left their mark upon the east. Instead, ancient<br />

human realms such as old Narfell, Raumathar, and the earlier<br />

dynasties of Mulhorand and Unther have battled over<br />

these lands for almost two thousand years, while the newer<br />

powers of Thay, the Tuigan Horde, and the cities of the<br />

<strong>East</strong>ing Reach continue to vie for supremacy. <strong>The</strong> battles<br />

of old were fought with mighty magic and great armies, but<br />

the struggle today is more often joined with deceit, guile,<br />

and coin.<br />

So what, precisely, is the <strong>Unapproachable</strong> <strong>East</strong>? At the simplest<br />

level, it is a vast area encompassing the lands between<br />

4<br />

the <strong>East</strong>ing Reach and the Sunrise Mountains, from the Wizards’<br />

Reach (the southern coasts of Aglarond’s peninsula) to<br />

the Icerim Mountains of the frozen north, hard on the<br />

boundaries of the Great Glacier. More than half a million<br />

square miles of territory fall within its bounds, divided between<br />

five principal lands: Aglarond, the Great Dale, Rashemen,<br />

Thay, and <strong>The</strong>sk (Narfell counts as part of both the<br />

<strong>Unapproachable</strong> <strong>East</strong> and the Cold Lands of Damara and<br />

Vaasa). Dozens of independent cities, towns, and strongholds<br />

lie scattered in the lands between the recognized countries, although<br />

any settlement in the Great Dale or <strong>The</strong>sk could be<br />

considered “independent” too, as those lands lack any central<br />

government or authority.<br />

Aglarond is renowned as the realm of the Simbul, a mighty<br />

sorcerer-queen who has ruled the land for generations. <strong>The</strong><br />

Yuirwood, an ancient forest that once sheltered a powerful civilization<br />

of mysterious elves, blankets most of the peninsula,<br />

sheltering its coastal cities from Thayan expansion. Unexplored<br />

ruins filled with deadly perils and wondrous magic lie<br />

beneath the dense woods.<br />

<strong>East</strong> of Aglarond is mighty Thay, a populous land enslaved<br />

by the arrogant and ambitious magocracy of the Red Wizards.<br />

Few invaders have overcome the great escarpments and difficult<br />

mountains girding the Plateau of Thay, and the secretive<br />

and suspicious Red Wizards raise barriers just as<br />

formidable to discourage travelers from venturing into their<br />

lands. From their strongholds and estates, the Red Wizards<br />

plot the mercantile and military domination of all the <strong>Unapproachable</strong><br />

<strong>East</strong>—and after that, the world.<br />

West of Thay, in the thief-ruled city of Telflamm, the trade<br />

road known as the Golden Way begins. For thousands of miles<br />

it heads eastward, joining Faerûn to the fabulous lands of<br />

Kara-Tur. Along this road lie the merchant towns that comprise<br />

the realm of <strong>The</strong>sk, the crossroads of the <strong>Unapproachable</strong><br />

<strong>East</strong>. A dozen years ago, the mighty Tuigan horde<br />

attacked <strong>The</strong>sk. A great alliance of western powers halted the<br />

Tuigans near the city of Phsant, but <strong>The</strong>sk is still recovering<br />

from the devastation of the war while struggling to accommodate<br />

thousands of Shou who fled their far eastern homeland<br />

before the horde.

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