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Rand's
Travelogue
More
of the Unapproachable East!
By
Rand Sharpsword

Rand
Sharpsword, collector of bits of travel and geographical information,
brings you further details about the Unapproachable East. Rand provides
these to supplement the information found in the Forgotten
Realms Campaign Setting.
Aglarond Locations
More on Aglarond's
Coast: Aglarond's coast is also home to a few hundred halflings,
mainly expatriates from Chessenta. They work as farmers, traders, or
fisherfolk, and they maintain good relations with the humans and half-elves
of their adopted land.
Glarandar (Large
Town, 4,500): This fortress, like the Watchwall in the Tannath Mountains,
was created by the galeb duhr. Made of obsidian-looking, almost indestructible
stone, it is now the center of a small town. Half of the nation's army
is usually garrisoned here.
The
Great Dale Locations
Mauberg's Oak
(Village, 500): This town is populated by old rangers and druids
who still wish to live within the forest but are no longer as active
as they used to be. The other inhabitants of the forest provide them
with basic necessities, and the residents take care of the rest. Many
of the exports from the Great Dale are made here by these retired folk.
Impiltur
Locations
Bluefang Water:
This lake has recently been inhabited by a mad young blue dragon, who
not only likes the water but occasionally uses his breath weapon to
aid local fisherfolk. At other times he harries boats and lakeshore
towns.
Rashemen
Locations
Lake Tirulag:
This cold lake is filled with hardy trout and is a common site for contests
of enduring harsh temperatures. Great treasure is said to be at the
bottom of the lake, guarded by a white dragon that is almost invisible
to normal sight.
Thesk
Locations
Phent (Large
Town, 3,650): In addition to its trade and farming, Phent supplements
its resources with iron mined from the Thesk Mountains and a small amount
of wood scavenged from the Forest of Lethyr. The land south of Phent
supports many farms, most of which are partly owned by the orc miners
who live in small camps in the mountains.
Two Stars (Large
Town, 3,800): This town profits from trade with Rashemen as well
as that from the Golden Way. The proximity to the Rashemen berserkers
has aroused curiosity among the orcs, and an annual series of games
between the two types of "barbarians" has become a popular
event in the city, particularly for gamblers.
More
Rashemen Life and Society
Rashemen's harsh
climate breeds fierce people, and its forces often hurl back huge invading
armies from Thay. In the Battle of the Lake of Tears, Rashemen dealt
a crushing defeat to the Tuigans, slaughtering a quarter of the Horde
despite being outnumbered four to one.
Trade through the
Great Dale brings a steady stream of visitors to Rashemen, but few are
encouraged to stay. Outlanders are treated coolly or with hostility.
They are allowed to settle only in Mulptan and Shevel, and natives watch
these strangers closely. Outlander wizards aren't welcome to linger
in the realm, all visitors are discouraged from using magic, and anyone
suspected of being a Thayan wizard, spy, or agent will be challenged
-- and attacked -- on the spot.
Plots
and Rumors
Simbul's Children:
Those living in Aglarond are appreciative of the Simbul's practice of
taking those that show aptitude for magic, training them, and sending
them out of the country to find threats against Aglarond (these students
are known as the Simbul's Children). One such student has been missing
for a year, and fellow students are now concerned about her whereabouts.
A Bit of Prospecting:
Various merchant guilds in Impiltur sponsor expeditions into the mountains
and remote ports in the hopes of discovering suitable mines or willing
trading partners.
A Diplomatic
Mission: Many independent paladins make their home in Impiltur.
Their crusades to fight evil and overturn injustice are often at odds
with the impartial stance of their country. Sometimes the merchants
get together and send one of their number, along with a band of suitably
adventurous and diplomatic emissaries, to talk to the paladins and attempt
to gently remind them that they risk Impiltur's people when they perform
their deeds.
Thay's Slaves:
It's usually considered better to harm a single slave as an example
than to punish many equally (which lowers morale). Red Wizards who need
live subjects for their latest spells use these troublemakers and any
slaves who try to escape as part of their experiments. Even should the
slave become useless in all possible tasks as a result of this experimentation,
it's forbidden to free slaves (the penalty is enslavement). As a result,
ruined slaves often are either encouraged to become parents or are killed.
Children resulting from any slaves are automatically slaves belonging
to the owner of their parents. What happens if a Red Wizard becomes
well known beyond even the boundaries of Thay for his or her extremes
of cruelty, though? What would any nearby heroes do?
Specialization
and Projects: Red Wizards tend to be the most powerful mages of
their school, and to have many magical contingencies, magic item collections,
alliances and secret pacts, and strange private "side projects"
involving undead, monster creation, or automatons that make their sudden
removal both difficult and dangerous. Sometimes envious spellcasters
wish to gain knowledge of a Red Wizard's current project. How far would
such a spellcaster go to gain information about a Red Wizard's work?
Could it involve a bit of spy work for ambitious adventurers?

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