Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Artifacts of terrible power lie entombed in the<br />
wreckage of ancient empires. Unspeakable monstrosities<br />
born of twisted sorcery roam the<br />
land, thirsting for blood. Cruel spirits rage against the<br />
living, harrying mortals with their spectral claws. And a sinister<br />
land of black watchtowers and fell sorcery looms over its<br />
neighbors like a great dark dragon restless in its sleep. To these<br />
lands, adventurers from all over Faerûn come in search of<br />
fame, fortune, and power.<br />
A campaign set in the <strong>Unapproachable</strong> <strong>East</strong> offers a wealth<br />
of possibilities for adventure. <strong>The</strong> lands of Aglarond, the Great<br />
Dale, and <strong>The</strong>sk are mysterious and intriguing destinations for<br />
characters from western Faerûn. Rashemen and Thay are not<br />
as welcoming to foreign freebooters, but earning the trust and<br />
respect of the Witches (in the case of the former) or sneaking<br />
in to spy out the hidden secrets of the Red Wizards (the<br />
latter) make for daring and perilous adventures.<br />
<strong>The</strong> following chapters detail the five different lands of the<br />
<strong>East</strong>, including information on major sites and settlements.<br />
Some cities have detailed statistics.<br />
Organizations<br />
of the <strong>East</strong><br />
Many of the secret societies and orders familiar to characters<br />
from western Faerûn have little or no influence in the lands<br />
of the <strong>Unapproachable</strong> <strong>East</strong>. For example, the Zhentarim,<br />
82<br />
whose shadow lies over lands from Scornubel to Mulmaster,<br />
are simply not a force in the <strong>East</strong>. Similarly, the Night Masks<br />
of Westgate, the Lords’ Alliance, and even the far-ranging<br />
Harpers have little to do with lands such as Rashemen or<br />
Thay. From time to time, these western organizations dispatch<br />
spies or emissaries to the <strong>East</strong>, but the real power beyond the<br />
<strong>East</strong>ing Reach lies in the hands of those organizations that are<br />
native to the area.<br />
<strong>The</strong> Blightlords<br />
Deep in the heart of the Rawlinswood lies a festering wound,<br />
the wreckage of Dun-Tharos, the ancient Nar capital. (See<br />
Chapter 12: <strong>The</strong>sk for more information.) Here a malevolent<br />
creature known only as the Rotting Man has raised his own<br />
dark citadel, marshalling forces of corruption and evil against<br />
the surrounding lands. <strong>The</strong> Rotting Man’s handpicked lieutenants<br />
and emissaries are the blightlords, evil clerics and<br />
druids who hold the power to warp forest creatures to their<br />
sick purposes and scourge the <strong>East</strong> with Talona-sent plagues.<br />
<strong>The</strong> blightlords and their feral minions menace Damara,<br />
Impiltur, and the Great Dale. Centaurs, treants, and many<br />
noble animals of the Rawlinswood have fallen prey to their<br />
magical plague, becoming horrors of unthinking bloodlust and<br />
hate. Worse yet, the blightlords have ensnared many volodni<br />
warriors for their nihilistic cause. Legions of blightspawned<br />
pine folk now hold the heart of the Rawlinswood and march<br />
at the Rotting Man’s command. His army is not yet strong<br />
enough to take on a strong realm such as Damara or Impiltur,<br />
but bands of blightspawned marauders have brought blood<br />
and madness to the sleepy clanholds and farmsteads of the<br />
Great Dale.<br />
<strong>The</strong> blightlords are captains and champions of the Rotting<br />
Man’s forces, lending their leadership and magical might to<br />
bands of blightspawned marauders. (See the Talontar blightlord<br />
prestige class in Chapter 2: Prestige Classes.)<br />
dTypical Blightlord: Human cleric 7/Talontar blightlord 3;<br />
CR 10; Medium-size humanoid (human); HD 10d8+20; hp 69;