By John Grigsby, Staff Reviewer
Sizing Up the Target
The Unapproachable East is a
DUNGEONS & DRAGONS supplement for the
Forgotten Realms campaign setting from Wizards of the Coast. This is a 192-page full-color hardcover by Richard Baker, Matt Forbeck, ad Sean K. Reynolds. The wrap-around cover art by Matt Wilson depicts a band of Rashemen battling a Red Wizard (looks a lot like Szass Tam) and several fine talents contribute to the interior artwork, including Sam Wood and Glen Angus.
The Unapproachable East retails for $29.95.
First Blood
For those familiar with the
Forgotten Realms, the Unapproachable East hardly needs introduction. Anyone knowledgeable in Faerûnian geography can tell you that it is the area between the Easting River and the Sunrise Mountains, from the southern coast of Aglarond, to the Great Glacier. It encompasses the lands of Aglarond, the Great Dale, Rashemen, Thay, and Thesk. Likewise, it is well-known among Faerûnians that Aglarond is the land ruled by the Simbul, Thesk is the war-ravaged land where the Tuigan horde was stopped by the mighty western alliance, and that Rasemen is a land hostile to strangers and the mortal enemy of Thay, the home of the Red Wizards, who plot military and mercantile domination of Faerûn, perhaps even the entirety of Toril. In other words, most people know very little about the Unapproachable East.
Unapproachable East is written to work with the revised D&D rules (now known formally as D&D 3.5). As such, the introduction provides a brief primer on how the rules essential to this volume have changed. Also included is a list of creatures referred to in this volume from Monstrous Compendium: Monsters of Faerûn, along with a list of suggested substitutes from Core Rulebook III for those who lack the Monsters of Faerûn supplement.
Unapproachable East introduces six new races for use as player characters; star elves, gnolls, hagspawn, spirit folk, taer, and volodni. Spirit folk will be immediately recognizable by anyone familiar with the original
Oriental Adventures from 1st edition D&D. They are descendents of humans and nature spirits and are found here in two ethnicities; mountain and river. Star elves are an elven subrace that retreated from Faerûn to an extraplanar refuge some two thousand years ago. They have only recently emerged from their self-imposed isolation. Gnolls are exactly as described in Core Rulebook III, adapted here for use as player characters. Hagspawn are the result of the union between hags and human males. No female hagspawn are known to exist (females become hags, like their mothers). Taer are a race of savage, primitive hunters that dwell in remote mountains and passes. Though severely lacking in intelligence, these creatures are amazingly strong. Finally, the volodni are a humanlike race of treefolk who defend their forest homes with iron resolve. Both genders of each race are illustrated in full color and to scale with one another. As an added bonus, the grey orcs from Races of Faerûn are also included (for those who lack that resource).
A dozen new prestige classes are described in
Unapproachable East. The Aglarondan griffonrider is part of an elite force of aerial knights who serve the Simbul and defend Aglarond. Black Flame Zealots are a secret society of holy slayers devoted to the worship of Kossuth. Durthan are an order of evil spellcasters who tap into the darker spirits of the Rashemen, while the masters of the Yuirwood are an elite group of foresters who work to keep the ancient Yuirwood forest free of evil influence. Nar demonbinders are masters of the black art of demon summoning, while the Nentyar hunters, servants of the druidic ruler of the Circle of Leth, roam the wildlands, uprooting foul and evil things. Raumathari battlemages employ both sword and spell with decisive precision, as runescarred berserkers, with magical runes carved into their very flesh, stand ready to leap to battle at the word from a Witch. The Shou disciples are martial artists who seek to emulate the styles of the monks of Kara-Tur, the Talontar blightlords spread plague and disease throughout the East, and the Telflammar shadowlords serve as the undisputed rulers of the mighty thieves’ guilds of Telflamm. Finally, Thayan Slavers use their awful abilities to abduct creatures and then break their wills. All of the prestige classes seem to be well-designed and serve to enhance the setting, rather than act as filler material.
As might be expected, data on new regions is provided, including preferred classes, languages, feats, and starting equipment. The new regions described are Altumbel, gnolls from Thay, Shou expatriates (refugees) from Thesk, star elves, taer, volodni, and the Wizard’s Reach. Accompanying these new regions are some 18 new feats that are available both to characters who call these lands home, and those from other parts of the Realms. Most of these feats greatly expand the capabilities of the Rashemen, but a few are generic enough to be chosen by almost any character.
A total of 21 new spells are described in
Unapproachable East, most of them arcane in nature. In addition, the secrets of circle magic, contingent spells, place magic, rune magic, and the shadow weave are all examined in terms of characters from the East. Circle magic, rune magic, and shadow weave are all described in the
Forgotten Realms Campaign Setting, but contingent spells and place magic are new to this book. In short, place magic permits characters to cast spells without having prepared them, but only in certain circumstance. Contingent spells are single-use, one-spell magical items that remain inactive until triggered.
There are some new magical items, as well as some new monsters for the characters to run afoul of. Two new types of hag are detailed; the bheur (bringers of wintry death and misery) and the shrieking hag (frightful creatures that voice terrible shrieks). In addition, there are seven new templates, including the juju zombie (a 1st edition favorite) and the telthor, spirit animals or people native to Rashemen. Three new species of troll are also described; the ice troll, the fell troll (a two-headed monstrosity), and the demon troll. In all, 19 new monsters are enough to insure that players, no matter how jaded they may have become, will stay on their toes when visiting the East.
Adventuring locales and dungeons of the East are outlined, along with a few adventuring hooks. As a bonus, what should have been included in the
Forgotten Realms Campaign Setting, wilderness encounter tables, are included here. Finally, each of the five major geographic areas is described in great detail, as was done in the
Forgotten Realms Campaign Setting, outlining major cities, sites of interests, beliefs, and histories.
Overall, there is a lot of information to digest here and it strikes a good balance between fluff and crunch. Though it is, naturally, Realms-specific, much of the material herein is easily adapted to other settings, making it invaluable to both Realms DMs and those who develop their own campaigns. The atlas material takes up fully 50% of the book, but even this may be of use to non-Realms players, as some of the cities, sites, and perhaps even a little of the history can be lifted and placed into a customized setting with little or no difficulty.
Critical Hits
As a general rule of thumb, I dislike “dating” myself. That is, I hesitate to talk about how it was in the “old days” when we had to chip our dice out of stone or carve them from potatoes and when orcs only came in one flavor, but we’ve come a long way since that time. I can remember with vivid clarity the first
Forgotten Realms Campaign Setting. The production values, even then, were quite high, but they’re nothing compared to what we have now. Full-color portraits of races and monsters, beautifully-illustrated maps, and rich illustrations throughout the book. I guess the point of this little ramble is that besides all of the offerings within the text, the beauty of the book itself should not be overlooked.
As a rule, I like crunch. Most of you who read my reviews regularly already know that. I believe that every supplement should offer me new feats, spells, classes, or what have you. What you may not know is that I also like a good bit of chewy every once in a while, particularly when it pertains to a setting that is so rich in history as the Forgotten Realms. I can’t help but think that if Wizards were to produce some Greyhawk materials with the same quality and emphasis on setting as the Forgotten Realms materials they have been putting out, they’d recoup about half the people they lost when they introduced D&D3E. It’s great that you give me some cool new spells, prestige classes, and monsters, but it’s even better when you give me a setting to use them in, and that’s what
Unapproachable East does. In a way, it’s funny. I have owned the
Spellbound campaign set since it was released back in 1993, but the setting never intrigued me the way that Unapproachable East has.
Critical Misses
There’s really nothing in
Unapproachable East that comes off as bad, though I did feel that the magical items section was a little lacking. It just seems to me that, as a land dominated by wizards, there could have been a lot more unique magical goodies than there were. Likewise, the text mentions that the vaults of the Red Wizards hold a “number” of magical artifacts, yet only two are described. It almost seems as though the magical items were tossed in as last-minute filler to help sate the thirsts of those who seek only crunchy material.
Coup de Grace
This is an official Wizards of the Coast release, and you know what that means; no Open Game Content. On the other hand, a good portion of the material herein is not only new to 3rd edition, but new to the game as a whole. As I said, it’s also pretty easy for DMs to pluck what they desire from the setting and place it in their own worlds, a trait I value highly (as someone who has created his own campaign). At $30 (USD), the book is a little pricey (especially when you consider that the
Forgotten Realms Campaign Setting was only $40), but if you’ve got the cash to shell out, this is an excellent purchase, providing a good blend of crunch and chewy bits that is sure to enhance your campaign, whether it is set in Faerûn, or a world of your own devising.
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*Edit: Score was changed to a 4 to be a more accurate reflection of the review itself.