Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Major Geographic<br />
Features<br />
From its rocky shores to the heart of the Yuirwood, Aglarond<br />
is a land that defines its people as much as they define it. Its<br />
isolation and its long history of sieges by Thay have made the<br />
once-trusting Aglarondan people suspicious of outlanders—<br />
anyone could be an agent of their hated enemy. As the edges<br />
of the Yuirwood recede, Aglarondans have become exposed to<br />
the scrutiny of the outer world, forcing them to interact more<br />
with those from without.<br />
Altumbel<br />
To most people, all of the Aglarondan peninsula is one land,<br />
but not to those who live in Altumbel. When Aglarond was<br />
formed many centuries ago, after long years of war, humans<br />
and half-elves agreed to share power in the form of a council<br />
of locally appointed leaders led by a king. A number of<br />
humans were too bitter from the wars to lay aside their animosity.<br />
Rather than become part of this new nation, they set<br />
out for the far western end of the peninsula, claiming it as<br />
their own.<br />
In addition to the narrow cape at the end of the Aglarondan<br />
peninsula, Altumbel includes the mazelike archipelago of<br />
the Thousand Swords. Most of these islets are desolate and<br />
rocky, covered with low scrub and lichen, but some are fairly<br />
large. Ghevden, the largest, is more than thirty miles wide and<br />
is home to several populous villages of fishers, herders, and<br />
merchants. One-third of Altumbel’s people live scattered over<br />
the barren Swords. Pirates harry the islands, but many hail<br />
from the Swords themselves—raiding one’s neighbors is something<br />
of a local tradition.<br />
Altumbel and its archipelago are almost entirely devoid of<br />
woods. <strong>The</strong> people here don’t care for trees, which remind<br />
them of the Yuirwood’s half-elves. Most make their living<br />
from the sea, either netting fish or trapping shellfish. <strong>The</strong><br />
land is rocky and unforgiving, not much good for farming, although<br />
some sheltered dells are suitable for gardening. <strong>The</strong>se<br />
sun-warmed and wind-protected valleys usually have springs<br />
and the occasional cave.<br />
Altumbel boasts a history of harboring pirates, daring (or<br />
foolhardy) characters who knew the lay of the reefs beneath<br />
the sea and used them to confound less knowledgeable pursuers.<br />
In fact, Spandeliyon, the capital of the region, is still<br />
known as the City of Pirates. <strong>The</strong>se days, however, the Simbul’s<br />
harsh punishment of pirates has put the lie to that name. Few<br />
dare to brave the lady’s wrath, even in a city so far from her<br />
home in Velprintalar.<br />
Beyond the rocky, fog-cloaked northern shores of Altumbel—and<br />
all Aglarond, in fact—the sea quickly drops off into<br />
a deep trench. <strong>The</strong> seasonal upwelling of cold, nutrient-rich<br />
waters make this place a fisher’s paradise.<br />
AGLAROND<br />
96<br />
Dragonjaw Mountains<br />
<strong>The</strong> Dragonjaws separate Aglarond from <strong>The</strong>sk to the north.<br />
While relations between the two countries are generally fine,<br />
both are happy to have a bit of distance between them. For<br />
Aglarond, the Dragonjaw Mountains are another natural defense<br />
against the forces of Thay or other invaders, preventing<br />
armies from crossing the River Umber or the Sea of<br />
Dlurg. <strong>The</strong> northern coastal settlements face only a few small<br />
fishing villages across the watery gap, hugging the sheer faces<br />
of slopes that drop rapidly into the sea.<br />
Only the Tannath Mountains and the Tannath Gap—both<br />
described later—are considered part of Aglarond. <strong>The</strong> rest of<br />
the mountains belong solidly to <strong>The</strong>sk.<br />
THE WATCHWALL<br />
This massive, magically engineered length of stone wall<br />
stretches from the fortress city of Glarondar to the slopes of<br />
Umbergoth. This extends the defensive barrier of the<br />
Dragonjaw Mountains another fifteen miles, up to a rocklike<br />
fortification containing one-third of Aglarond’s armed forces.<br />
<strong>The</strong> galeb duhrs—a race of earth elementals—built the wall<br />
during the reign of King Brindor, the first ruler of Aglarond.<br />
In exchange, the king pledged the aid of his people whenever<br />
the galeb duhrs might call for it. So far they have not, but<br />
if the Thayans ever turn their attention to this secretive<br />
people, the Simbul would be obliged to come to their rescue,<br />
no matter the potential cost.<br />
<strong>The</strong> Watchwall is 30 feet high and 10 feet thick. It is seamless<br />
(Climb DC 25) and features no gates or windows. Wide<br />
stairs are carved into the Aglarond side of the wall every<br />
quarter-mile or so, and the guards atop the wall—known as the<br />
Watchers—carry rope to lower themselves down in case of<br />
emergency. <strong>The</strong>y sometimes throw a rope down to visitors<br />
on the Thayan side, but only to those confirmed as friends<br />
of Aglarond.<br />
Units of the Aglarondan army stationed at Glarondar<br />
patrol the length of the Watchwall at all times, staring out<br />
across the desolate Umber Marshes. Recently they’ve observed<br />
a number of shambling mounds staring back, but the creatures<br />
have taken no further step toward the wall, watching quietly<br />
even as the occasional lost unit of undead Thayan soldiers<br />
makes a mad attack. Thayan diplomats explain away these incidents<br />
as regrettable but understandable; the Red Wizards created<br />
thousands of such creatures, many of which went missing<br />
after the latest round of hostilities.<br />
Guard barracks are set up on the Aglarondan side of the<br />
wall, one at each mile marker. When not on patrol, the<br />
Watchwall’s soldiers rest here, preparing for the call to arms<br />
they know must inevitably come. Whether it happens sooner<br />
or later is anyone’s guess.