Рашеман: различия между версиями

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Версия 13:36, 8 февраля 2008

Иностранцы видят в Рашемене таинственную, магическую землю с резкими зимами, управляемую ведьмами под масками и населенную берсерками. Далекая от южного климата и теплых океанов, это - пустошь промерзших равнин и заснеженных гор, где человек может внезапно замерзнуть до смерти даже в середине лета. Такие разговоры - преувеличение, хотя и основывающиеся на правде. Многие на Фаэруне обязаны своей безопасностью Рашемену, поскольку эта маленькая нация сдержала множество армий и вновь и вновь принимала на себя магию Тэя, спасая других соседей Тэя от внимания Красных Волшебников.

Источник: Недоступный Восток (в переводе LE_Ranger)

Capital: Immilmar Population: 654,480 (humans 99%) Government: Monarchy/magocratic gynarchy Religions: Bhalla (Chauntea), the Hidden One (Mystra), Khelliara (Mielikki) Imports:. Cloth, food, wood products Exports: Carvings, cheese, firewine, furs, wool Alignment: NG, CG, N Rashemen is a cold, rugged land, populated by hardy and fiercely independent people. Its men are berserkers, disdaining armor and fighting with axe, spear, sword, and bow. Its women wield powerful magic tied to the land, training those with magical potential to serve the land and the Rashemi race. Although Rashemen is ostensibly ruled by a powerful warrior called the Iron Lord, the true powers behind the throne are the Witches, who choose the Iron Lord.

The land is full of nature spirits, any of which can turn jealous or vindictive against those who offend them. Rashemi laws are simple and based on honor, and they disdain the trappings of civilization. The people are devoted to the warrior ideal, competing in athletic contests and other harsh physical activities such as swimming in near-freezing rivers. These challenges keep them strong, for weakness would doom them to death at the claws of the land's many monsters.

LIFE AND SOCIETY

Faerun knows Rashemen as the Land of Berserkers, a cold, alpineand- rock land of fierce warriors ruled by masked Witches. Colorful tales tell of the Witches' cruelty—but such stories stray far from the truth. The Witches rule with absolute authority, sternly and firmly, but they hate cruelty, having repeatedly tasted it at Thayan hands.

Rashemi warriors are fur-clad or leather-armored pony riders. Showing cowardice or incompetence at arms results in shunning. They fight in loosely disciplined warbands known as Fangs, each led by a chieftain. In time of war, Witches command the Fangs. When fighting, a Witch of Rashemen wears black robes and a mask, arming herself with magic rings and whips that dance in the air, animating to fight by themselves while their owners cast spells.

The armies of Rashemen are commanded by the Huhrong, or Iron Lord, who is expected to be the epitome of the Rashemi warrior. He is chosen by vote of the Witches, during a secret meeting at which any Witch may propose any person as Huhrong. The Iron Lord is expected to rule wisely, keeping order rather than deciding policy. It's his task to keep travel between cities safe, frontiers secure, and marauding monsters to a minimum. The Witches instruct and protect the Iron Lord, and can remove him from office at will.

Throughout the land, Witches are revered and heeded. It's certain death to harm a Witch, and usually death to disobey one (unless one is a child, another Witch, or an ignorant outlander defying the word of a Witch for the first time). Among themselves, Witches strive to

understand living things and their fellow Rashemi, so that open disputes are few. Their manipulation steers folk toward agreement, and the land is kept strong and united, regarding Thayans as deadly foes and Rashemen as sacred land to be protected and tended. All Witches are female; the few magic-wielding males in the country are known as Vremyonni, or Old Ones, because they are preserved by magic to great age. Kept hidden in the Running Rocks, they devote themselves to crafting new spells and the magic items the Witches use in battle.

Most Rashemi never leave the realm after the dajemma of their youth, a year-long journey wherein youthful Rashemi become adults and see the world. Age, experience, and accomplishment determine rank within the Witches (the age of most Vremyonni placing them high among the Wychlaran, the Witches' name for themselves), and then in the same order within all native Rashemi who cannot work magic, with outlanders ranked at the bottom.

Rashemi are a short, muscular, hardy race, given to cross-country racing in fierce winter weather, exploring the old northern ruins of fallen Raumathar, and hunting snowcats while unarmored and lightly armed. They herd sheep, goats, and surface rothe and export wool, furs, carved stone, bone, and jhuild, or firewine (which costs as much as 15 gp per tallglass elsewhere in Faerun). Rashemi love sjorl, a heavy, smoky-flavored cheese that outlanders find horrible.

MAJOR GEOGRAPHICAL FEATURES

To visitors, Rashemen seems very wild, with few cultivated areas, roads little better than dirt tracks, and few dwellings. Rashemi farms are usually hidden in bowl valleys, forest clearings, and along stream banks, with boulder and "wild-hedge" fences. Rashemi homes are typically caves, built into hillsides or covered with earthen mounds.

Ashenwood: This ancient forest's mighty spirits live in the stones and trees. It is not settled by the Rashemi, and while they sometimes enter the wood to hunt, they do so only after paying respect to the local spirits. Owlbears, trolls, and ettercaps also live here. The High Country: This northernmost portion of the Sunrise Mountains is a place of ancient, dark hills, old stone monoliths, and wild magic. It is home to kobolds, goblins, trolls, wolves, winter wolves, and the ghosts of Rashemi and Tuigan dead. It is sparsely inhabited by grim hunters who prefer solitude.

Immil Vale: This area north of the Ashenwood is continually warm and green even in winter. This eternal springtime temperature is due to hot springs and a small amount of volcanic activity; vents and fumaroles of steam are common, often filling the vale with mist. Like most places in Rashemen, there are many spirits here.

Lake Ashane: This glacial body of water is also known as the Lake of Tears because of the battles fought on its shores. It is protected by odd aquatic creatures—nixies, nereids, and types unknown, all ruled by a great water spirit.

The North Country: Spoken of as a different land, this region contains ruins from Narfell and Raumatbar. These ruins are full of ancient magic and treasure protected by guardian spirits, spells, and monsters, Rashemi nobles explore these places to prove their bravery.

Urlingwood: This forest at the north end of the Sunrise Mountains is dense and wild. The Witches spend much time here, communing with the spirits, making offerings, performing binding rituals, and brewing the potent Rashemen firewine. Outsiders are forbidden to enter the forest, and those caught are put to death. To protect would-be visitors, representatives of the Iron Lord patrol the outer perimeter. Most Witches actually live in the nearby town of Urling.

IMPORTANT SITES Rashemi live close to the land, preferring unspoiled wildness to gardens, fences, and elaborate buildings. Rashemi disdain cities as "the wallows of those who've gone soft," and live in the countryside, dressing lightly even in cold weather,

Immilmar (Large City, 21,210): This city is home to the Iron Lord's citadel. Crafted of iron and stone, the citadel was built with the aid of the Witches. The central portion of the city is built around the citadel, with farther-out homes more like regular Rashemi homes. The cleric of the small temple of Chauntea here makes sure that worship of "Bhalla" doesn't stray too far from official doctrine.

Mulptan (Metropolis, 39,390): This city is Rashemen's northern trading gateway to the outside world. A great field outside town is crowded with traders from many lands. The two primary noble families, the Ydrass and Vrul, sponsor contests as friendly rivals. The competition has improved both families; they are accomplished warriors, hunters, and artisans.

Mulsantir (Large Town, 4,848): This town is the primary point for Thayan attack. It has been besieged at least five times but never fallen, due to the solid stone walls created by the Witches. Its large fishing fleet nets sturgeon in the nearby lake that bears the town's name.

REGIONAL HISTORY Rashemen is an old land, with settlements dating back to the time when it was disputed ground between Narfell and Raumathar. Years after the collapse of those two empires, the people united to form a nation, aided by the Witches, who offered their protection in exchange for the right to select the kings and war leaders, since the first one in -75 DR.

Rashemen has defended itself against Mulhorandi invasions, multiple Thayan invasions, and even the Tuigan horde, surviving it all and holding its territory. With its traditional enemies (the Red Wizards) pursuing other tasks, Rashemen is fortifying its southern border in anticipation of eventual treachery.

PLOTS AND RUMORS Dangerous wildlands, fierce berserkers, and a suspicious population deter all but the most resourceful outlander adventurers from exploring Rashemen's mysteries.

The Hag Queen: Citadel Rashemar was besieged and destroyed by the Tuigan horde. Now a pile of shattered stone, it is used as a lair by goblins, giant spiders, and hags. These creatures have begun to harry the nearby Rashemi villages, directed by a shrewd hag with formidable sorcerous powers. Already she has slain two Witches who entered her domain, and the Wychlaran want revenge.

Walk of the Old Ones: A group of Old Ones has grown tired of living lives of isolation and wish to see more of the world. The Witches denied the Old Ones their request, fearing that their knowledge could fall into the wrong hands. The unhappy Old Ones chose to escape anyway, and they need a guide for the few tendays before they return to their duties. Meanwhile, agents of rival powers (such as the Red Wizards and the Zhents) are trying to capture the male Rashemen wizards for the information they hold. The adventurers may need to negotiate between the Old Ones and the Witches, for the latter are intolerant of those who shirk their duties.