obxroni
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Munch Munch
Posts: 96
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Post by obxroni on Oct 14, 2008 15:12:19 GMT -5
Immilmar (Large City)
Overlooking the icy water of Lake Ashane, this city is home to the Iron Lord’s citadel and is the Rashemi capital. Immilmar is one of the few places in Rashemen where foreigners are tolerated, and a number of Nar fur-traders and Theskian merchants are always abroad in the city. Foreign legations to Rashemen come here as well, although the Iron Lord permits few permanent embassies from other lands. Consuls from Aglarond, Impiltur, and Damara maintain homes in Immilmar – Representatives of all other lands are dispatched to the city for specific missions and are not encouraged to linger after their business with the Iron Lord is done.
The Iron Lord’s citadel dominates the Northern part of Immilmar, and many stone buildings cluster about the feet of the castle. As one travels away from the citadel, the city’s construction becomes more and more Rashemi, with fieldstone and rough lumber. Other than the Huhrong’s castle (Iron Lord’s citadel), most of the city’s large buildings are steep-sided lodges built of heavy timbers in the Rashemi style, with a double row of inward-slanting heavy beams sunk into the ground and meeting along a high peak directly overhead.
Built atop the foundations of an ancient Nar keep, the Iron Lord’s castle is a mighty fortress of iron and stone. More than five hundred years ago, the Witches used great magic to raise this stronghold. Grim and forbidding, the citadel is one of the strongest castles in the land, capable of withstanding almost any assault. Its walls are reinforced with spells designed to blunt magical attack and block ethereal and teleporting invaders.
The current Iron Lord is the clever Volas Dyervolk the Bear, a crafty and strong-willed man who does not shy away from arguing with the Witches when he feels they are wrong. On more than one occasion the Witches have considered his removal, but Volas’s forthrightness and keen insights have won their grudging respect. The Witches awarded Volas his seat on the death of Yvarrg, the previous Iron Lord, who was murdered by a Thayan assassin.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
Posts: 96
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Post by obxroni on Jan 19, 2009 20:06:12 GMT -5
Urling (Hamlet)
This community is easily overlooked by the ignorant. It looks like nothing more than a grove of alders and evergreen trees growing among clusters of grassy mounds. These mounds are in fact the home of the Witches of Rashemen, built in the traditional style and covered with soil and plants. Most of the inhabitants are hathrans, their spouses, and servants (ethrans normally live among the common folk and only come here to meet with their superiors). Foreigners are not forbidden here – and certainly are not executed for visiting – but anyone other than an ethran, a hathran, or an immediate family member is encouraged to leave after a day or two.
One of the larger mounds is the Green Chapel, a quiet inn for those who have come to speak to the hathrans. Any who stay at the Green Chapel are warned of the consequences of entering the Urlingwood. The inn is run by Selov, a former Old One who accidentally stripped himself of all magical ability while testing a mage-negating spell he created to use against the Red Wizards. Selov is trusted by the Witches and is protected by several spells that will wipe portions of his memory if he is ever interrogated about the secrets of the Old Ones.
The leading hathran of Urling is the Lady Yhelbruna, the oldest and most powerful hathran in Rashemen. Yhelbruna spends little time looking after the town; the hathrans keep their own affairs in order and quickly deal with troublesome intruders. Nythra of the Seven Rivers is Yhelbruna’s spokeswoman. She is friendly and talks openly with non-hathran Rashemi, and even consents to speaking with the rare foreign visitor whose business takes him to Urling.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
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Post by obxroni on Jan 19, 2009 20:08:27 GMT -5
Taporan (Small Town)
This small settlement is primarily a river community, and its boaters are responsible for most of the traffic on the River Tir. The river folk are brave and reckless, fond of songs and drinking, although usually not while ferrying passengers. The settlement itself is a jumble of Rashemi rough stone buildings separated by cobbled streets (a rarity in this country). The town is long and hugs the waterfront, sporting many noisy ale-houses and berserker lodges. The Wolf Lodge is the largest of these, and Taporan has a much higher proportion of berserkers in its population than its primary trade requires.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
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Post by obxroni on Jan 21, 2009 20:00:48 GMT -5
Shevel (Large Town)
This trader settlement is the largest community along Rashemen’s part of the Golden Way. As in Mulptan, foreigners are allowed to settle here if they practice a valuable trade or are involved in moving goods along the Golden Way. Since the fall of Citadel Rashemar, raids by bandits and evil humanoids have been more frequent, so mercenaries can easily find jobs here, although the Witches evict any who seems intent on loitering or settling down.
Walled to deter attackers, Shevel does not look like a traditional Rashemi settlement, with many wooden houses and a complete absence of stone hill dwellings. Within the town are several mini-districts settled by people from other countries, from Damara to Kara-Tur to Mulhorand, all arranging deals with incoming merchants to benefit their business back home. There is even a contingent of shield dwarves here, forging and selling iron weapons, which are popular among the axe-wielding berserkers.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
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Post by obxroni on Feb 4, 2009 15:03:58 GMT -5
Thasunta (Large Town)
Rashemi normally disdain folk who live in cities, even other Rashemi, but for the man and women of Thasunta (population 2,150), they make an exception. The people of this town have a reputation as fierce berserkers – an exaggeration, but the locals do little to dispel the myth. Even non-berserkers pretend to fly into a rage when they fight.
Most of the time, Thausanta is a stopping point along the Golden Way and a mercantile center for nearby farmers and ranchers, but in times of war, its true purpose comes to the fore. A fierce horde of hundreds of experienced berserkers can be mustered here at the call of the Witches or the Iron Lord. Many times have the berserkers of Thasunta answered this call, as the town lies along Thay’s primary invasion route. The barbarians also played an important part in the war against the Tuigan Horde, holding the enemy long enough to give their allies time to circle around and attack from the rear. Now that the Thayans seem to be pursuing ends other than overt conquest, there is talk among the townsfolk of mounting raids against the savage humanoid tribes and other monsters in the High Country.
The Iron Lord has traditionally left the governing of Thasunta to the leaders of the berserker lodges, in particular the Old Lodge – a brotherhood reserved for the wisest and most experienced warriors. A berserker must master the fighting techniques of no fewer than three other lodges before being considered for membership in the Old Lodge. Currently, the Master of the Old Lodge is Jhorrgel the Black. For someone so fierce in battle, Jhorrgel is a surprisingly patient and perceptive leader.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
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Post by obxroni on Feb 4, 2009 15:21:19 GMT -5
Tinnir (Village)
This small community is partially hidden in a wooded vale along Lake Tirulag, and most travelers on the Golden Way pass it without realizing there is a settlement just out of sight. In addition to the typical Rashemi dwellings, there are several whitewashed buildings in the style of western Faerun. The villagers are mainly fisherfolk, supplementing their food with small gardens. The village sees some traffic from travelers on the lake, and the Lakeside Inn caters to those who would stay overnight.
The inn is an old two-story structure run by Vrulla the White, a friendly old woman fond of telling stories. Legend has it that Chauntea blessed some of the rooms if the inn so that anyone who slept in one would be granted wondrous dreams and good fortune in life. However, the blessed rooms changes often, so trying to find the right one is a gamble. The inn is guarded by Nyella, the spirit of a dog belonging to the man who built the inn over a century ago. Nyella is fond of barking at strangers but is very protective of the inn, Vrulla, and anyone she seems to favor.
*Text from Forgotten Realms "Unapproachable East"
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obxroni
Dungeon Masters ![*](//storage.proboards.com/forum/images/stars/star_blue.png) ![*](//storage.proboards.com/forum/images/stars/star_blue.png)
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Munch Munch
Posts: 96
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Post by obxroni on Feb 11, 2009 17:07:44 GMT -5
Mulsantir (Large Town)
At Mulsantir, the Golden Way meets Lake Ashane and halts. Several large ferryboats ply the waters between Mulsantir and the western shore, carrying landbound caravans over the lake to continue their trek west. A large and prosperous town has grown up at the crossing point, where caravaneers often provision themselves and purchase new mounts before they unload, cross, and load up again: Mulsantir’s ferry operators and innkeepers make a good living from the passing caravans. The town also boasts a large fishing fleet that nets sturgeon in the lake. Farmers from miles around sell provisions to the caravaneers.
During winter, the River Mulsantir freezes enough for caravans to continue without interruption, but in spring, the lake’s thaw makes it impossible to cross on foot or by boat for several tendays. Westbound caravans fill up the town during this time, waiting for the ice to break up.
Mulsantir’s strategic location and prosperity have made it a frequent target for Thayan attacks. It has been besieged at least five times but has never fallen, due to the extensive stone walls that protect it. The town is made up of rugged stone buildings separated by broad dirt streets that become muddy in the fall and freeze solid in the winter.
*Text from Forgotten Realms "Unapproachable East"
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