Unther
- Capital
- Messemprar (formerly Unthalass)
- Population; 4,265,840 (humans 94%, dwarves 3%, halflings 2%)
- Government
- Magocracy (formerly direct theocracy)
- Religions
- Bane, the Mulhorandi pantheon, Mystra, Tempos (mainly
by Chessentan mercenaries), Tiamat
- Imports
- Food, mercenaries, slaves, weapons
- Exports
- Ceramics, cloth, gold, iron, minerals, sculpture; seed oil
- Alignment
- CN, CE, N
Once a great empire like its sister nation Mulhorand, Unther fell
far under the rule of the cruel manifestation of the deity Gilgeam.
With Gilgeam's death at the claws of Tiamat, Unther was plunged
into chaos. Slaves rebelled, commoners rejoiced at the death of the
tyrant, and clerics of Gilgeam and nobles struggled to maintain
order. The armies of Mulhorand took advantage of this unrest,
invading southern Unther and placing conquered areas under martial
law.
Now Unther is a country divided between those who cling to the
old ways and those who hope the pharaoh of Mulhorand will treat
them better than their old ruler did. Unther is a land of opportunity,
where military force, diplomacy, subterfuge, and intrigue all play
a part in survival and power.
LIFE AND SOCIETY
Victims of a cruel tyrant, the people of Unther had grown used to—
but not complacent in—hardship and misery. While the land's exalted
nobles lived a life of luxury, served by slaves and supported by the
national treasury, the common people paid high taxes, and slaves
were treated so poorly that the punishment for killing one was
paying a fine to the owner. While the government espoused the
power of law in Unther, those who enforced the laws often disregarded
the rights of citizens in favor of acquiring wealth and power
for themselves. Slaves worked long hours for little food and were
branded on the arm as a sign of their servitude.
With the fall of Gilgeam, the lower classes glimpsed a hope that
their lot would improve, but the arrival of the Mulhorandi army
has confused the issue. The army is controlled by the clerics of
Anhur, a warlike yet good-aligned deity—and a radical change for
the people of Unther. Abuses against the conquered people arc rare
and rapidly punished. Untherite slaves (whether owned by temples
or individuals) became property of the churches of Mulhorand, a
better lot in life than they had ever known before.
The fit slaves were given rudimentary arms training and sent to
root out hidden pockets of Untherite resistance, a vengeful task they
performed well. Now the few free cities of Unther look to their
brethren in the south and wonder if they are better served being
patriots of their homeland or citizens of the new empire. Because
the armies control the fertile fields in Unther and food shortages
grow imminent in the free cities, leaders in the north are pressured
to acquire food or surrender.
The army of Unther is ill-trained and poorly equipped with
bronze swords and bronze half-plate armor. The personal retinues of
the surviving nobles and temples are better armed and much more
formidable in the field.
MAJOR GEOGRAPHICAL FEATURES
The River of Swords was long recognized as the border between
Unther and Mulhorand, but it is no longer clear exactly what the
new border will be after Mulhorand's armies cease advancing.
Black Ash P l a i n : This area, south of the Smoking Mountains,
earns its name from the gray soot blown from the volcanic cones of
that range. It is inhabited by brown dragons and black-skinned stone
giants, which are locally known as ash giants. This area is not particularly
fertile (it has almost no soil other than the ash itself) and
was avoided by the Mulhorandi army.
The Green Lands
The soil of the Green Lands is enhanced by
magic and is normally responsible for three-fourths of the food
produced in Unther. The area is inhabited by androsphinxes and
gynosphinxes that occasionally raid cattle farms. The Green
Lands were churned into mud by the army of Mulhorand, and
imports of food from the east will be needed to prevent famine
in Unther this year.
Methmere
This lake is thick with fish, which are dined upon by
the native plesiosaurs. Bandit settlements dot the western coast, and
many refugees fled across the water when the Mulhorandi army
arrived, some captured by bandits and sold into slavery, some reaching
Chessenta on their own, and yet others struggling to survive on
the shore.
Methwood
This thick forest once sheltered a number of druids,
but they left or died out over a hundred years ago. Now home to
small tribes of elves and half-elves, the Methwood is also inhabited
by chimeras and an old green dragon named Skuthosiin. Legends tell
of a lost city of the Turami race in the forest, possibly dating back
to the time of the Imaskar Empire.
Smoking Mountains
The western end of this range has active
volcanoes, while the eastern end is dormant. Guyanothaz the red
dragon lairs here but hasn't been seen in centuries. The mountains
are also home to pyrohydras and salamanders.
IMPORTANT SITES
The population numbers in occupied cities do not include roughly
100,000 soldiers of Mulhorand who are currently stationed in
Unther.
Messemprar
Once the largest city in Unther
when it was a major port on the naval trade route, Messemprar
shrank when merchant vessels began to avoid Unther's coast and
Gilgeam's excessive trade taxes. A brief civil war within the city
broke out a few years ago after a tax revolt that led to a food riot.
The riot ended when the wizards of a secretly anti-Gilgeam group
called the Northern Wizards took control of the city.
Now Messemprar has more than doubled in size as refugees from
other cities in Unther flood into it. The Northern Wizards wished
to be free of Gilgeam, but did not expect their freedom to be followed
by the swords of Mulhorand. They have been working frantically
to fortify their city against the army and pleading with the
pharaoh for a cessation of hostilities. The Northern Wizards have a
standing agreement with several adventuring groups to smuggle
food into the city.
If anyone could be said to be the leader of unconquercd Unther
at the moment, it might be Isimud (NG male human Wiz15/Dev3
of Mystra), who is the foremost of the mages of Messemprar. His
fellow mages are a fractious group whose power is not well respected
by the turncoat nobles of their host city.
Shussel
(Small City, 9,150)
Two years ago almost the entire population
of this city vanished in a single night. The war against Mulhorand
had nothing to do with the disappearance of the city's
population—the accounts of survivors and numerous divinations
reveal that a mysterious fog descended over the city and lingered all
night long, carrying away nine out of ten of the city's citizens when
the morning sun broke.
Shussel-folk who were away from their home city reclaimed their
empty town., now filled with entire districts of abandoned residences.
Squatters and bandits followed, taking advantage of empty homes
and left-behind wealth. Shussel was growing poorer anyway before
the Vanishing; its iron mines are playing out, and overfarming of
the fields to the north have left them little more than a desert. Now
Shussel exists as a Mulhorandi garrison town, its small port under
heavy guard so that ships from Skuld may dock here with supplies
and fresh troops for the Mulhorandi invaders.
Unthalass
(Metropolis, 164,627)
In its heyday, this city was the
grandest in Faerun. Since then, it has been flooded many times,
attacked by pirates, and nearly destroyed by a battle between Tiamat
and Gilgeam during the Time of Troubles. Now the army of
Mulhorand occupies the city, with about half of its former population
under martial law (if free) or claimed by the church of Anhur
(if slaves).
The undercity is home to monsters such as lamias and wererats,
with a great lamia ruling all as a queen. The monsters are biding
their time since the occupation by Mulhorand, making occasional
raids on the surface as they did when the city was free. A secret
temple to Tiamat also lies beneath the city. The central district, formerly
inhabited by Gilgeam and his clerics, was ransacked after the
deity's death.
REGIONAL HISTORY
Unther's history is strongly tied to its sister Mulhorand's, except
that the people of Unther have always had a more aggressive and
expansionist bent than those of their eastern neighbor. Unther's territory
once included what is now Chessenta, Chondath, and cities on
the southern coast of Aglarond, and its fierce and ruthless warriors
were hated by those they conquered. However, the cost of this expansion
bankrupted Unther's treasury, forcing the rulers to raise taxes
to absurd levels.
Piece by piece, the colonies of Unther rebelled. Chessenta succeeded
in conquering Unther and ruled it as a vassal state for nearly
a hundred years. With the disappearance of the Chessentan heroconqueror
Tchazzar, Unther was able to free itself and turn its focus
inward on its own cruel people. The country that had made great
advances in sculpture, poetry, and other civilized arts became
engaged in a slow decline in morale and culture, as if following
Gilgeam's descent into tyranny and madness.
When Gilgeam was slain by Tiamat, Mulhorand saw an opportunity
to attack and crossed the traditional border between their
nations, conquering first small towns and outposts and finally the
Untherite capital and cities beyond.
Left with less than a third of the territory it held a year ago,
Unther is on the brink of ceasing to exist. Only the mercy of Mulhorand's
pharaoh or powerful intervention by outside agents (such
as the Red Wizards, the Zhentarim, or the church of Tiamat) is
likely to save Unther from becoming a territory of the new empire
of Mulhorand. The Red Wizards in particular are loath to see
Unther fall, and are supplying both money and power to help
Unther remain independent. Cautious Untherites are wary of the
eventual cost of this aid, but many feel that any alternative is better
than becoming subject to Mulhorand's rule.
PLOTS AND RUMORS
War, rebellion, and unrest have left vast portions of Unther in virtual
anarchy.
A Man without a God
The murderous right hand of the dead god
Gilgeam, the high lord Shuruppak (NE male human Ftr20/
Rog3/Wiz7) was once the Chosen of Gilgeam and an agent of his
lord's displeasure, usually sent to kill political or dangerous opponents.
With the death of his deity, Shuruppak lost his Chosen status
and went rogue, killing anyone who crosses him or whom he perceives
as an enemy to Unther.
Shuruppak's long-term goals are unknown, but the church of
Tiamat would like to acquire his services. He wears black robes and
a red skull-mask that covers the top half of his face. This madman
has been a figure of terror for so long that he truly considers himself
the Reaper, a name he acquired in the service to Gilgeam.
Secret Patriot: The bandit leader Furifax (LE male moon half-elf
Ftr15) is a worshiper of Tempus and former palace slave. He uses
his agents to smuggle contraband and watch the army leaders, for
while he wished his country to be free of Gilgeam, he didn't want it
NlNGAL
Female air genasi Ftr4/Sor8/Brd4: CR 17; Medium-size outsider;
HD 4d10+8 plus 8d4+16 plus 4d6+8; hp 92; Init +7; Spd 30 ft.; AC
25 (touch 17, flat-footed 22); Atk +14/+9/+4 melee (1d8+3 plus 1d6
cold, +2 frost heavy mace) or +16/+11/+6 ranged (1d6+2 plus 1d6
cold/x3, +2 frost shortbow); SQ Air genasi abilities, bardic music
4/day, bardic knowledge +8; AL NG; SV Fort +12, Ref +13, Will
+17; Str 12, Dex 16, Con 14, Int 18, Wis 12, Cha 17. Height 6
ft.
Skills and Feats: Alchemy +9, Balance +5, Bluff +8,
Climb +8, Concentration +12, Craft (armorsmithing) +11,
Craft (weaponsmithing) +11, Decipher Script +7, Diplomacy
+6, Gather Information +6, Intimidate +5, Jump
+10, Knowledge (arcana) +9, Knowledge (religion) +7,
Knowledge (Untheric history) +7, Perform +6, Ride
(horse) +10, Search +8, Sense Motive +4, Spellcraft
+14, Spot +6, Swim +8, Tumble +10, Use Magic
Device +6; Arcane Schooling (sorcerer), Combat
Casting, Craft Magic Arms and Armor, Expertise,
Far Shot, Improved Initiative, Iron
Will, Leadership (19), Point Blank Shot.
Special Qualities: Air Genasi Abilities: Darkvision,
levitate once per day as a 5th-level sorcerer,
+4 racial bonus on saves against air spells
and effects. Bardic Music: Countersong, fascinate,
inspire courage.
Bard Spells Known (3/3/1; base DC = 13 +
spell level): 0—detect magic, light, mage hand,
mending, read magic, resistance; 1st—cure
light wounds, protection from evil, sleep;
2nd—cure moderate wounds, suggestion.
Sorcerer Spells Known (6/7/7/6/3; base DC
= 13 + spell level); 0—arcane mark, dancing
lights, detect poison, disrupt undead, flare,
ghost sound, open/close, ray of frost; 1st—
mage armor, magic missile, magic weapon,
shield, true strike; 2nd—daylight, endurance,
invisibility; 3rd—fly, lightning bolt;
4th—ice storm.
Possessions: +2 shortbow, +2 frost shortbow,
+2 frost heavy mace, ring sf protection +4, ring of
mind shielding, 4 +1 shields of arrow deflection*,
50 +2 frost arrows*, wand of stoneskin (25 charges),
bracers of armor +8, 2 gloves of storing, helm of teleportation,
cloak of resistance +3. Ningal gives these items to her retainers,
but does not use them herself.
Often referring to herself as the "daughter of the moon," Ningal is
a mysterious Untherite currently organizing a rebellion against the
invaders from Mulhorand. She supplies her followers with magic
weapons and shields (each bearing the symbol of Selune) to use
against the Mulhorandi, warding them with abjuration magic and
encouraging a hit-and-run war of sabotage.
Ningal speaks little of her origin, but her genasi nature is evident
in her constantly windblown hair and skin that is cool to the touch
even on the hottest day. Her followers genuinely love their leader,
for she lends them strength against their enemy and heals their
wounds when they have been injured.
Ningal's most faithful follower is Jeardra of Aglarond (NG moon
elf female Clr9 of Selune), who has been with her for over a year.
Jeardra believes that Ningal has been favored with a high destiny in
the service of Selune and may eventually become a Chosen of
Selune. Ningal herself makes no claim, focusing instead on the liberation
of her people through her power and her faith in the
Moonmaiden.
The genasi is considered a rabble-rouser and dangerous rebel by
the Mulhorandi government, which has offered a bounty of ten
thousand gold pieces for her capture. So far she has evaded her pursuers
through careful selection of safe houses and the use of her
helm of teleportation. The Northern Wizards of Messemprar would
like to gain her as an ally, but Ningal remains wary, fearing Mulhorandi
spies and assassins.