Descripción completa Rashemen

Capital: Immilmar
Área: Tierras Gélidas (Cold Lands), noreste de Faerûn
Gentilicio: rashemi
Razas: Humanos (99%), otras (1%)
Religiones: Chauntea, Mielikki, Mystra
Población estimada: 665,000
Importaciones principales: ropa, comida, madera
Exportaciones principales: artesanías, queso, vino de fuego, pieles, lana
Alineamientos principales: NG, CG, N
Gobierno: magocracia ginárquica
Gobernante: Mangan Uruk, Ironlord (representante de las decisiones del concejo)


Rashemen was founded in -4963 DR by the followers of Shemen, a chieftain of a Raumviran tribe, after his death.
The Nominal ruler of Rashemen is the Huhrong or “Iron Lord”, currently (1479 DR) Mangan Uruk. He rules in the best interests of Rashemen. The real power however lies with the Witches of Rashemen. They pick the Iron Lord and can change him whenever they feel it necessary. At a local level, each settlement is ruled over by a fyrra who only controls the armed forces under his command but their rule can be compared to that of a mayor.

Rashemen has been at near constant odds with the country of Thay. Their Red Wizard rulers have been trying to conquer the country and its magical wealth for around five hundred years and have convinced their citizens that Rashemen is a debased country. Luckily, the Red Wizards make a lot of mistakes and are too concerned with infighting to present Rashemen and its people with more of a serious threat.



Comida y bebida

The smoky sjorl cheese originated in Rashemen, although foreigners often found it unpleasant. Jhuild, also known as firewine, was made in and exported from Rashemen, and as of 1372 DR, a tall glass of it might cost around 15 gold pieces in other parts of Faerûn.

Lugares importantes

Immilmar is the capital city of Rashemen and seat of the Iron Lord. The center of Immilmar is the Lord’s citadel, built with the help of the mighty Wychlaran. Around the keep is the central part of Immilmar, with farther-out homes more like regular Rashemi homes. There is also a small temple of Bhalla (a local aspect of Chauntea), which ensures that the worship of the godess doesn’t stray too far from official doctrine.

Mulsantir is a large city in southwest Rashemen. It’s located on the northern shore of the River Mulsantir, just west of Lake Mulsantir.
Mulsantir sprung up as a re-provisioning point on the caravan route along the Golden Way. In 1372, a Thayan emissary named Khalia arrived in Mulsantir desiring the creation of a Thayan enclave. She was refused permission, but allowed to leave the city alive.
Mulsantir is populated with a variety of people, witches are a rather common sight here and they are feared for their powers, warlocks drift in and out of the city, and many people speak of a nearby Citadel.
Fishermen net sturgeon from the nearby lake and farmers from the surrounding land sell food the the caravans that pass through Mulsantir.
Notable People
Brak Keldurr – Urphong – current barbarian Iron Lord of the town.
Sheva Whitefeather – Othlor – high ranking Wychlaran
Fyldrin of the Eleven Chairs – son of previous Iron Lord and leader of a band that patrol Thay’s coast
Shelvedar Nuum – Theskian merchant
The city is protected by extensive solid stone walls. The defenders of the city, The Urphong’s Host, number over 400 strong and are made up of barbarians and warriors.3

Ciudadela Rashemen
Citadel Rashemar is a ruined village in the Sunrise Mountains in east Rashemen. It began as a ring-shaped fortress until it was besieged by the Tuigan Horde and although the horde was conquered, the village was never rebuilt.
As of 1374 DR, the fortress is in a ruined state, with most walls and buildings heavily damaged, inhabited by goblins and monstrous spiders. The keep remains partially intact, and its upper levels are inhabited by goblins. Its lower levels are the home of Chaul, an evil spellcaster, and her ally Durakh Haan.
Citadel Rashemar was constructed to be a ring-shaped walled fortress on a hill with a diameter of around 300 yards, with a stone keep. It garrisoned around 2000 Rashemi troops. The keep was connected via underground passages with towers in the outer walls.1
In 1359 DR, the Tuigan Horde invaded Rashemen. Its main invasion force continued deeper into the country, leaving behind 5000 attackers to lay siege to Citadel Rashemar. The defending troops held out for three months but then succumbed, and the horde slew everyone who remained inside the fortress, destroying its walls and buildings.

Rashemen’s northern trading gateway to the outside world, Mulptan is a sprawling, windswept city enclosed by an old stone wall dating back to the Narfell-Raumathar wars. Damarans, Nars, and even Tuigans come here to trade, meeting in a great field outside of town that is crowded with the caravans and wagons of traders. Farming is difficult this far north, so Mulptan subsists on vast herds of rothé sheep, reindeer, and longhaired goats that do better in the frigid winters than southern cattle.
Most foreigners bound for Immilmar and the Iron Lord’s citadel actually pass through Mulptan on their way to the country’s capital, even though Mulptan lies eighty miles to the east. No ferries cross Lake Ashane opposite Immilmar (the western shores of the lake are quite wild, this far north), so travelers come up the Golden Way or the Long Road. Either way, Mulptan is the first Rashemi city they come upon. While Immilmar is a city of craftsfolk and smiths visited by a few merchants, Mulptan is a city of merchants catered to by a small number of Rashemi craftsfolk.
A number of foreigners reside in Mulptan, making it the most cosmopolitan of Rashemen’s cities. The Shou Quarter occupies the south side of the city, while people of other nations mix in the Western Quarter, so named because it is populated by folk from western countries such as Thesk or Damara (the district is actually located on the northeast side of the city). In the wintertime, most of the merchants (and those foreigners who have not actually settled in the city) depart for warmer lands, since snow and wind make travel along the exposed roads of the region virtually impossible for several months.
Two large Rashemi clans, the Ydrass and the Vrul, sponsor many contests as friendly rivals. The competition has improved both families, who are accomplished warriors, hunters, and artisans. The two clans number in the hundreds, and while they do not rule Mulptan outright (that privilege is reserved for the Multrong, or Eastlord, a title granted by the Iron Lord), they wield great influence over the trade and commerce of the city.

Clases de prestigio

The Witches of Rashemen (also known as Wychlaran, meaning wise old women) are the spiritual leaders of Rashemen, communing with the spirits and guiding the souls of the Rashemi people.
The Witches of Rashemen where formed in -160 DR to preserve the lore and magic of Raumathar at the beginning of their final confict with Narfell.
The formal term for a member of this group is a hathran (learned sister), however the most powerful and respected are called othlor (true one). In Rashemen, a member of the Wychlaran can do no wrong. Her word is law and to disobey it is punishable by death.
The Witches of Rashemen are based in Urlingwood, an area forbidden to any non-Wychlaran. Any trespassers found in the wood are killed on-sight. The witches meet here to brew Jhuild, as well as to bind and control hostile spirits and spy on Thayan forces.
While most Witches of Rashemen seek to protect the land and ensure peace, some merely desire power. These are known as the Durthan. These cruel women focus on the spirits of destuction and vengeance that reside in the land. They dream of attacking Thay and Narfell and making Thesk pay tribute to use the Gold Road. Also unlike Wychlaran they include many non-humans among their ranks, such as hags.

Durthans are a secretive group of women that operate in Rashemen.
They call upon the darker spirits of the country of Rashemen. They are the antithesis of the Witches of Rashemen and work against them for the rulership of Rashemen.
They wear masks like the Hathrans to disguise their identities and pretend that they are witches.
They use dark magic and are very seductive.

Hathran is a special prestige class of Rashemen. Members of the Wychlaran, also called the Witches of Rashemen, hathrans are an elite class of female spellcasters who rule over Rashemen1 and protect their people against the invasions of greedy wizards of Thay.[citation needed]
They develop a bond with their land that gives them exceptional power, as long as they don’t leave their homeland.2 They have to adopt some strict rules, like wearing a mask to conceal their face when traveling outside Rashemen or refusing to craft magic items (an activity that is restricted to the order of male spellcasters).1 They may use circle magic, speak freely with spirits and even sometime use their bond outside Rashemen as they grow in power.
Hathrans have cohorts that are either female ethrans or male barbarians.
Place Magic
This ability allows hathrans to draw upon the power and spirit of Rashemen to cast spells that they haven’t prepared.
Greater Command
Hathrans are granted an ability as per a quickened version of the spell greater command.

Berserker Rúnicos (Runescarred Berserker)
Runescarred berserker is a prestige class of Rashemen. Powerful barbarians with magical runes carved into their flesh, they often act as the personal guards of the Hathran who rule the nation.

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Descripción completa Rashemen

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