Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Illustration by Vince Locke<br />
that have traditionally been at war, many conflicts have<br />
played out here, the muck running crimson with the blood of<br />
armies. <strong>The</strong> most effective troops in this miserable land are<br />
Thay’s undead hordes. However, the dampness causes zombies<br />
to rot at an accelerated pace, and undead foot soldiers fare no<br />
better than the living when traversing the muck.<br />
<strong>The</strong> Umber Marshes are also home to dangerous creatures,<br />
including monstrous vermin, poisonous snakes, hydras, shambling<br />
mounds, and trolls. Yet those threats seem minor compared<br />
to the clouds of biting insects that follow every<br />
red-blooded creature passing through the place. <strong>The</strong>se pests<br />
are sources of disease as well as discomfort, and more than<br />
one noble warrior has met an ignoble end by such insignificant<br />
creatures.<br />
Recently, the shambling mounds of the Umber Marshes<br />
have either found a leader or developed some sort of collective<br />
intelligence. At first, they lined up about a mile from the<br />
marshes’ southern border, gazing out toward the River<br />
Lapendrar beyond. Now they have formed a second line looking<br />
up and out at the Watchwall, and some have been spotted<br />
as far west as Glarondar. Some of Thay’s zulkirs, including<br />
Szass Tam, believe the shambling mounds are the reconstituted<br />
remains of thousands of undead soldiers lost in the<br />
marshes, and they hope to advantage of this. If they can magically<br />
wrest control of these creatures, they can turn what was<br />
once a natural barrier into a terrible weapon against the<br />
people of Aglarond.<br />
AGLAROND<br />
Umber Marshes<br />
99<br />
<strong>The</strong> truth is so far unsuspected by both Aglarond and Thay.<br />
A trio of undead druids known as the Umber Council have<br />
been creating and directing the plant monsters for months.<br />
<strong>The</strong> druids have set up a vast underground lair in the heart<br />
of the marshes, forming vines and plants to prop up the<br />
rooms and tunnels they forced open in the muck. <strong>The</strong> leader<br />
of the Umber Council is Ysvel the Black (NE female lich<br />
Drd18) who was driven mad by an ancient artifact—a rusted<br />
iron rod known as the Ironwood—that she uncovered in the<br />
sucking mud of her home marshes years ago. (For more about<br />
the Ironwood, see Chapter 5: Magic Items.) She killed her<br />
acolytes in their sleep and then turned them into juju zombies<br />
at the command of the device. Under its malevolent influence,<br />
she transformed herself into a lich—a rare choice among<br />
druids. She now leads her undead fellows in creating an army<br />
of shambling mounds. No one knows what Ysvel plans, but<br />
she’s clearly up to no good.<br />
<strong>The</strong> Wizards’ Reach<br />
Along the southern shores of the Aglarondan peninsula lie the<br />
cities of the Wizards’ Reach. Between the Sea of Fallen Stars<br />
and the Yuirwood stretches a broad, sunny plain more than<br />
300 miles long and up to eighty miles wide. Unlike the northern<br />
coastal plain, the Wizards’ Reach is low, marked by extensive<br />
tidal marshes and barrier islands, which makes<br />
east-west travel difficult.