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Unapproachable East.pdf - The Forgotten Realms

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Dungeons in the<br />

<strong>Unapproachable</strong><br />

<strong>East</strong><br />

A “dungeon” is traditionally an underground chamber in<br />

which prisoners are incarcerated, but adventurers in Faerûn<br />

use the term more loosely. To them, just about anything underground<br />

is a dungeon, preferably populated with monsters<br />

rather than prisoners. Mines, ruins, caves, subterranean<br />

homes, and passages all qualify.<br />

By the adventurer’s definition, there are dozens of dungeons<br />

across Faerûn, many of which have long ago been looted, while<br />

others have lain undisturbed for centuries. When it comes to<br />

dungeons, the <strong>Unapproachable</strong> <strong>East</strong> is no exception. <strong>The</strong> most<br />

notorious of these are listed here.<br />

Citadel Rashemar: Once the home of a large Rashemi army<br />

charged with keeping watch over the Golden Way, this fortress<br />

was destroyed by the Tuigan horde when it passed through in<br />

1359 DR. It has since been taken over by the hag Chaur and<br />

her partner in evil, the dreaded half-orc cleric Durakh. <strong>The</strong>y<br />

have moved a small army of goblins into the area, under the<br />

charge of eight ogre barbarians. See Chapter 10: Rashemen.<br />

City of Weeping Ghosts: North of Kront lie the ruins of a<br />

great city along the shore of Lake Ashane. This was Shandaular,<br />

capital of the realm of Ashanath, a petty Nar kingdom<br />

destroyed by the Nentyarch of Tharos almost two thousand<br />

years ago. Many powerful undead haunt the place, and few adventurers<br />

care to remain in the ruins after the sun goes down.<br />

Clymph Tower: <strong>The</strong>se ruins were sealed off long ago. Today,<br />

the only way into them is via the portal in Tower Threespires.<br />

<strong>The</strong> tower, and especially the vaults beneath it, is infested with<br />

evil creatures from other planes. Many adventurers have tried<br />

to clear out this infestation of evil, only to be crucified by the<br />

fiends they were arrogant enough to believe they could destroy.<br />

Dun-Tharos: Formerly the capital of ancient Narfell, this<br />

great ruin sits near the center of the Rawlinswood (see Chapter<br />

9: <strong>The</strong> Great Dale). Great plazas and wrecked temples devoted<br />

to demonic powers lie half-buried in the boggy forest,<br />

and the treasures of Narfell’s sinister lords are said to lie in<br />

buried storehouses and conjuring chambers beneath the old<br />

ruins. Dun-Tharos is virtually unexplored by adventurers;<br />

the powerful druid known as the Nentyarch raised his own<br />

living fortress of magical trees over the evil ruins and for<br />

centuries chased off explorers. <strong>The</strong> Nentyarch is gone now,<br />

displaced by the Rotting Man and his blightlords. Impudent<br />

adventurers hoping to plumb the royal vaults of Narfell<br />

must contend with the Talontar and their army of blightspawned<br />

creatures.<br />

Fortress of the Half-Demon: This old Nar fortress lies in<br />

Rashemen’s North Country, overlooking the northernmost<br />

arm of Lake Ashane. It is named for its great brazen gate,<br />

forged in the shape of a demonic face. Squat and strong, the<br />

keep remains intact, and its surface levels have been taken<br />

ADVENTURING IN THE EAST<br />

86<br />

over by a band of brigands led by Losk, a hagspawn warriormage.<br />

<strong>The</strong> marauders harry travelers along the lonely,<br />

windswept stretch of the Long Road that passes nearby. Deep<br />

conjuring chambers lie beneath the keep, still haunted by<br />

things summoned almost twenty centuries ago.<br />

<strong>The</strong> Great Barrow: About seventy miles east of Uthmere<br />

along the Great Road stands a mysterious barrow-field dominated<br />

by the Great Barrow—an artificial mound the size of<br />

a small hill, heaped up in three concentric steps. <strong>The</strong> barrow,<br />

said to predate ancient Narfell, might be five thousand years<br />

old or more. If anyone has found an entrance, it has not been<br />

reported, but the whole area has a bad reputation as a place<br />

where old and hateful undead lurk. See Chapter 12: <strong>The</strong>sk.<br />

Ring of Gray Flames: Three days’ ride east of Mulptan, hard<br />

on the borders of the Endless Waste, stands this ancient Raumathari<br />

ruin. Five broken towers stand in a ring, each crowned<br />

by a flickering gray flame. Strange and perilous magic taints<br />

the landscape surrounding them, including magical constructs<br />

that seem to be spells given life, longevity, and dire purpose.<br />

See Chapter 10: Rashemen.<br />

<strong>The</strong> Sunglade: <strong>The</strong> Sunglade actually covers an incredible<br />

dungeon that stretches for miles beneath the Yuirwood. <strong>The</strong><br />

only way to get into it, however, is by means of one of the<br />

menhir circle portals. Only the masters of the Yuirwood can<br />

activate them, and they rarely poke around in the environs<br />

below. <strong>The</strong>y know some things in this world are better left<br />

undisturbed. Some scholars theorize that this complex is where<br />

the ancient Yuir elves escaped to when they found humans encroaching<br />

on their ancestral lands, but there has been no proof<br />

of this as of yet. See Chapter 8: Aglarond.<br />

Telflamm Harbor: What is now Telflamm harbor was<br />

once a proud cliff face in ancient times, where the powers<br />

of the region ruled. <strong>The</strong> cliff was destroyed in a massive<br />

magical accident that hurled it almost intact into the sea.<br />

Heroes who can breathe water might find all sorts of treasure<br />

beneath the harbor’s waves, assuming they can pry it<br />

out of the hands of the locathahs that have moved in. See<br />

Chapter 12: <strong>The</strong>sk.<br />

Thaymount: <strong>The</strong> mountains that form the center of Thay<br />

are riddled with all sorts of underground passages. Many of<br />

these merely connect the homes and dungeons belonging to<br />

the most powerful of the Red Wizards. Others sink deeper into<br />

the earth, into regions best left alone. <strong>The</strong> zulkirs have been<br />

beating back an incursion from below over the past few years,<br />

another reason they don’t wish to be engaged in a battle along<br />

their borders.<br />

Umbergoth: This massive mountain on the border between<br />

Aglarond and Thay is currently home to Nartheling, an ancient<br />

fang dragon. <strong>The</strong> creature has welcomed all sorts of evil<br />

creatures to the mountain under a loose alliance. None are individually<br />

strong enough to challenge the mighty dragon, but<br />

they should be sufficient to handle most intruders foolhardy<br />

enough to brave the steep slopes of lonely Umbergoth.<br />

Umlaor: This island was once the center of civilization<br />

throughout the Wizards’ Reach and the Alamber Sea. It was<br />

the most important shipping port in the region, and thousands<br />

of people lived there—right up until the day the place’s rulers

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