Turmish Geographic Location in Not Forgotten Realms | World Anvil

Turmish

"The measure of a man's worth can be seen in the cut of his beard."
— Old Turmish Saying
 
Turmish? Make sure ye take a map—or hire a guide ye can trust... or 10 winters from now, ye’ll still be trying to find yer way out o’ that land. Most folk give up, I hear, an’just settle down. Ye can find worse places in the Realms.
— Mirt “the Moneylender” of Waterdeep to a Waterdhavian merchant, Year of the Harp
 

How Most Folk See Turmish

  Most humans in the Realms think of Turmish only as a land that men with pointed beards and pointed helms want to escape, traveling the rest of Faerun as mercenaries or well-armed, fair-dealing, close-mouthed traders.   The impartial, battle-skilled warriors of Turmish sometimes seem to be everywhere. This perception has given the Sword Coast, the Dragonreach, and the Vast the expression “the hordes of Turmish.” The phrase usually refers to great numbers or speed, as in: “And then they all fired their bows at once—the air was black with shafts, I tell thee! They rained down like the very hordes of Turmish!” or “He came down that hill as if the very hordes of Turmish were after him!”   Most folk in the Realms don’t know much more than that about Turmish, although many have heard the saying that “Turmish is the gateguard of the Vilhon,” referring to its location on the north side of the mouth of the fertile, perenially-overpopulated Vilhon Reach.  

What a Visitor Sees of Turmish

  More than one noble perusing a detailed map of the lands about The Sea of Fallen Stars for the first time frowns, puts a finger on Turmish, and says, “Something’s been left out here, surely? Where’re the cities?”   Well, there’s Alaghon, of course; capital of the realm, and a walled, spired city the equal of the richest Calimshan or Sembia has to offer. Many merchants say it is very like 'Ifelflamm—clear across the sea.   Most maps also show the upland woodworkers’ and hunters’ town, Gildenglade. And there the names and markings stop, though what are obviously valleys are named the Perloush, the Allascar, and the Halondar.   An alert visitor who sees much of Turmish will realize that there are no other large settlements—only crossroads-markets, picturesque villages around keeps and temples, and hamlets clustered around wells, springs, or clearwater lakes. Many visitors end up thinking that Turmishans are up to something—and that their cities are hidden somewhere, perhaps in the mountains that wall in the arrowhead¬shaped realm on two of its three sides.   It’s true that gnome and dwarven cities burrow into the mountains, and the foothills contain a few elven forest- holds and halfling burrow-villages. But the humans in Turmish seem to prefer living close to the land.   And no wonder: Turmish is a beautiful realm. It’s a land of gardens, farm fields, and orchards, all walled with hedges or tumble-stone fences, and sheltered by many woodlots. The rolling pastoral landscape is crisscrossed by a maze of unmapped,'^Tameless lanes—dirt roads that wander snakelike through a land of many trees and countless small streams.   Turmish lacks large rivers as well as cities, but those who don’t get lost easily say the pools and “draws” (the local term for creeks) teem with fish, the forests are alive with game, and the mountains hold fearsome bears and more sinister beasts (such as peryton and leucrotta), as well as herds of sure-footed peak goats.   Vineyards are plentiful, and Turmishans make potent fruit liqueurs from their overripe and winter-withered vineyard leavings. Travelers should beware: though the little of this that gets exported is usually tinted ripe red or amber, it’s often clear as water when served up in Turmish and has laid low many an unsuspecting traveler. The antics of drunken outlanders are a common source of amusement for Turmishan farmers.  

What Visitors Seldom See of Turmish

  Those who whisper of mysteries and hidden things in Turmish are seldom dealing closely with truth, but they may have heard embellishments of the way things are in Turmish.   Hidden in the heart of the farmlands are monasteries dedicated to Chauntea, Selune—and Loviatar. These are seldom large fortresses, tending instead to be large gardens containing open-air altars and worship-glades. Like the land around them, their rites tend to focus on fertility.   This attention to the sensual has given birth to wild tavern-tales that inevitably grow in the telling as they cross the Realms, until one hears of packs of naked Turmishans running across the fields in the moonlight, howling as they hunt each other (“A slight exaggeration,” one Turmish trader said with a smile, when a drunken Sembite merchant asked him straight out about such doings).   It is true that thieves and brigands from around the Inner Sea often flee to Turmish to hide from creditors and other pursuers along its winding lanes ... and  then to raid temple-farms in search of riches. It is also true that they find little or no gold. But in keeping with the faiths that dominate in Turmish, they are welcomed warmly and leave to tell still more tales.   There is an old belief in Turmish that for the land to be fertile, riches must be sewn in it—literally. Handfuls of gold coins and gems are buried deeply (below plow-bite depth) beneath many a field in the realm—but acquisitive folk who develop an itch to dig are warned that Turmishans like to ambush despoilers of the land in force, fighting furiously for the good of their land.   Turmish was once home to an infamous mage, Thuthryn “the Mad,” who used his Art to breed strange beasts (such as bulettes, perytons, and weird crossbreeds of all sorts). He was slain by adventurers over two centuries ago, but the descendants of his creations still roam Turmish. Some monsters encountered today may be replicates of the originals; Turmish is an area where deepspawn were naturally abundant, and may still be found in many a remote mountain cave.   All of these monster problems attracted many druids to Turmish. At least three Hierophants still dwell in the realm, wandering its deepest woods and remote mountain vales and highlands.   No good maps of Turmish are known. Combined with the realm’s winding lanes and the “overgrown” character of its rolling countryside, this makes it an ideal land deliberately to get lost in. Only its Realms-wide reputation of “crowded” (earned because of its proximity to Vilhon Reach lands that are overcrowded, and because of the many traveling Turmishans, usually assumed by less mobile Faerunians to be displaced) keeps it from becoming a base for every unsavory band of deceivers who’ve made enemies and find themselves in need of a hideaway.  

The Shape of Life in Turmish

  Turmish is a peaceful realm—though brigands soon find that every third or fourth Turmishan seems to have a deadly eye with the longbow. Restless, sword-loving Turmishans take horse elsewhere, usually serving as hireswords for seven years or so at a time before they hunger to return home.   Besides restless folk, Turmish exports a lot of food (mostly for hungry mouths up and down the Vilhon Reach) and another sort of people. Farmholding couples (or among local worshippers of Chauntea, “families” of four inter¬married folk, two male and two female) tend to pass on their farms to their children or chosen heirs as soon as these inheritors have seen 20 winters. Some “retired” farmholders retreat to a life of worship and careful tending of a particular woodlot or planted plot, but most travel the Realms as merchants or warriors.   This is the reason the rest of Faerun sees so many Turmishans of about 40 winters: folk usually content that they’ve lived a good life and have accomplished things of worth, so they are calm, patient, and confident in battle or the intrigues of trade. They tend to be hardened to heavy work, but not bent or broken by keeping at farm-labors until they’re too old to go on. Turmishans tend to aid fellow countrymen (even strangers) whom they meet on the road, and to keep in contact with those they do discover.   Between the restless experiments of youth and the travels of middle age, most Turmishans are content with relaxed, slow-paced lives in tune with local weather and with an eye to the balance of the land. The prosperity of the realm leaves few in real need. To have all they want, only those driven by a hunger for power need go elsewhere.   Turmishans are independent folk. Easy-going and slow to anger they may be, but most will take orders from others only so long as those commands seem sensible and allow the recipient to see a worthwhile goal, or a clear time of freedom, in the future. Conditions that don’t allow a Turmishan a chance to do things his or her own way will be changed by a determined Turmishan— or fled from. (Enslaved Turmishans either go mad, fight their way to freedom, or die in the trying, persisting even when success seems impossible.)   A typical Turmishan sets aside at least one day in every nine to “chase the sun”—that is, to pursue a hobby or personal interest. Often this is as mundane as brewing beer or whittling, but it may be mastering the intricacies of a harp, or even the spells of a mage. This custom is the origin of the expression “On the ninth day,” used in Turmish and elsewhere to mean “I’ll get around to it... it’ll be done or dealt with in time, but not right now.”   This chance to be oneself, combined with the easy-going nature of most folk in Turmish, and the lack of oppressive authority, makes Turmish a land of contented folk.  

The Scarbarlatine

  Of old, a realm of pirates and fisherfolk flourished in the northerly coastal regions of what is now Turmish. This land of Scarbarla turned its attention to the sea and so expanded west and south into the dense forests of the day only slowly.   When expansion did occur, it provoked raids from the satyrs and other woodland denizens. And then a war began that ultimately destroyed both sides. Scarbarla’s piracy earned it no friends and many enemies, and in the end the Scarbarlatine found themselves attacked from the sea by men, harried by monstrous creatures inland, and worn down by a decade of severe winters.   One spring more than 500 years ago, the last survivors fled, leaving behind only stone walls and buildings. Ibday, a few of these ruins survive in the northerly coastal reaches of Turmish: a port whose harbor is almost entirely silted up, several walled towns, and two villages.   These ruins (plus the occasional isolated tower or mound of collapsed stone) are collectively known as “the Scarbarlatine” for the folk who built them. During the past 400 or so years, they’ve been rebuilt and inhabited by successive waves of visitors, restless Turmishan experimenters, and folk who dream of things being more as in Sembia, Cormyr, or wherever else they fancy.   Visitors who’ve seen only these places—whose names and populations often change from season to season- may have very different impressions of what Turmish is like. Their accounts are another source of contradictions in the way the rest of Faerun sees Turmish.   Over our snails, Elminster made it clear that while this realm may largely keep to itself and hence is easy to ignore, it may soon become very important in the wider affairs of the Inner Sea lands of Faerun because of some interests and forces that have arisen in its picturesque depths. In columns to come, we’ll look at these rising folk in Turmish and at other facets of this fascinating realm.     Capital: Alaghon   Population: 1 693 440 (humans 78%, dwarves 9%, halflings 5%, elves 3%, gnomes 2%, half-elves 1%, half-orcs 1%)   Government: Republic   Religions: Chauntea, Eldath, Helm, Lliira, Loviatar, Nobanion, Silvanus, Selune, Tempus, Tyr   Imports: Luxury goods, metal   Exports: Glass, grain, lumber, mercenaries, salt   Alignment: N, LN, LG   Turmish lies in the northwest of the Vilhon Reach. It is a rich, fertile, farming land of villages and few cities—peaceful, civilized, and well managed. Turmish features rolling fields divided by hedges or dense rows of trees, with ample room for wild creatures. The mountains to the west harbor orcs, kobolds, and other monsters, but few raid Turmish thanks to well-organized mercenary bands that serve as local militias. Turmish's natives have an excellent reputation as fair traders, welcome throughout the Inner Sea. The area is remarkably popular with adventurers despite its lack of monsters. Buried treasure abounds (at least according to bards' tales), and the area offers plenty of ruins and wild lands to explore.   The kingdom of Turmish is known throughout the Sea of Fallen Stars as the "heartland of the Reach" due to its peaceful nature and concentration on commerce over warfare. Its capital, Alaghon, serves as the most popular port-of-call along the southern fringes of the Inner Sea.   The people of Turmish are tall, mahogany-skinned, and generally well-educated, especially in business and agriculture. Custom dictates that the male merchants of Turmish have square, neatly trimmed beards. This custom has given rise to the phrase "as square as a Turmishan's beard," used to indicate a fair deal throughout the Reach.   The warriors and mercenaries of Turmish pride themselves on their intricately crafted armor. From the most prominent noble to the least known militiaman, fighters of Tur- mish keep their armor in exquisite condition and frequently adorn them with embellishments. Such embellishments are usually expensive additions, such as gold inlay or gems. To the people of Turmish, the armor is a status symbol. Valuing one's armor as much as one's beard is quite common.    

Life and Society

  The people of Turmish are tall, mahogany-skinned, and comely. The men of the trading class wear long beards with the ends carefully squared off. The phrase "square as a Turmian beard" signifies anything well or carefully done. In addition to its farms, Turmish is known for, its ornate and finely crafted armor. This armor is embellished with embossing, spires, and raised, fluted curves, mixing elven and human styles. It is sometimes hard to know which is more important to a Turmian fighter, his armor or his beard. The Turmians have a variety of customs, both quaint and bizarre. Among the best known is the tradition of the guest dish. Anyone visiiting a Turmian home, even on business, is expected to present a fine dish of food. Snails in an ornate bowl made. from a skull are a peren-nial favorite.  

Politics

  OIfficially, Turmish is ruled by the Assembly of Stars, a group of freely elected men and women chosen from the everyday population of the region. Each serves a term of three years before another election brings a fresh group of Turmishans into political life. This keeps "professional politicians" to a bare minimum, since the decision to run for office is not a personal choice to make, but rather the decision of one's peers. (That is not to say that the decision to elect someone to public office cannot be political.)   The job of an assemblyman is not easy. Long hours and extensive travel throughout the Reach is normal. By getting a successful merchant elected to the Assembly, a com¬petitor vastly increases his chances to expand his own wealth.   From the ranks of the Assembly, one member is elected to the position of Lord of Tur- mish. The lord's responsibilities include protecting the country from invasion, securing the waterways against piracy, and generally making sure that Turmish continues to thrive as a nation of merchants.   Lord Herengar is currently the ruler of Turmish, a post he has held for more than nine years. Before his popular election, he controlled a large force of mercenaries that per¬formed odd jobs around the region for the highest bidder. He is still the official leader of the Call of Arms company, but he has little to do with their activities anymore.   The individual cities of Turmish are free to govern themselves as they see fit so long as they pay their share of taxes to Alaghon. They are also expected to follow the dictates of the Assembly, but for the most part they are given plenty of space. The Assembly con¬centrates on national interests and allows the cities to handle their own problems.   1 visitor in Turmish is expected to have a grasp of local customs and traditions. This expectation is especially true for merchants and businessmen trying to ply their wares in the kingdom.   It has been a long-standing custom for a visitor to an¬other's home to bring an exotic dish to share. These dishes are called "greetings gifts" and are used to express gratitude for the host's hospitality. Greeting gifts can range anywhere from vintage Nimpeth wine to a skull full of snails (called a skullcap treat in Turmish). Of course, the value of the gift should reflect the stature of the guest—peasants are hardly expected to bring expen¬sive wine.   Burying a sacrifice of one's gold and gems has also been a long-standing tradition in Turmish. By seeding the earth with your wealth, it is believed that your bounty will be returned to you "tenfold." By and large, this tradi¬tion is a personal ritual, performed at a time that is im¬portant to the individual. It might be during a wedding anniversary, a birthday, the anniversary of an owner's first day of business, or even upon the birth of a loved one.   Of course, this custom has led to some treasure-seek¬ing by unscrupulous individuals. However, the act of dig¬ging up a gift to the earth is heavily frowned upon in Turmish to say the least. Officially it is a crime punish¬able by one or more years of hard labor. Unofficially, the act of digging up an offering is considered thievery, and many thieves have died at the hands of angry merchants. Regional superstition holds that a stolen treasure bodes ill fortune for the coming year (-2 penalty to all saving throws or skills based on luck, such as gambling, at the DM's option).   Most Turmishans set aside one day out of every nine to "chase the sun." This day is reserved for pursuing per¬sonal interests such as learning the harp, practicing spells, spending time with the family, or other pursuits. When a Turmishan says he will get to something "on the ninth day," it typically means "when he has time."   Guesthouses are the most popular of Turmish cus¬toms. These guesthouses are small cabins built alongside trails and roads to provide shelter for travelers. They are free for all to use. The only requirement of using the house is that you replenish what you use. Local militia patrols check on guesthouses regularly and use the cab¬ins themselves when a sudden storm arises. Some guest¬houses even have a roofed-over hay pen for stabling   horses, but most are simply small structures capable of providing shelter for up to six travelers.   Except for the ornamentation of the armor, most folk in Turmish care little for fashion. Clothes that may very well be the rave in Arrabar are just as likely to be laughed at in Alaghôn. Fashions are very slow to change in Turmish.  

Festivals and holidays

  here are two major Turmishan festivals: the Feast of the Moon and the Reign of Misrule. During these times, businesses and most government offices close. All of Turmish celebrates.  

Feast of the Moon

  During Highsummer, one night after Midsummer, the men and women of Turmish gather for a night of drink¬ing, dancing, and debauched revelry. This is the Feast of the Moon, also known as the "Festival of Lovers." While many who participate in the feast are married, this is the time of year that many choose to consummate new mar¬riages. Needless to say, the week leading up to the Feast of the Moon is rife with marriages. Some even choose to marry on this night.   Lovers are required to seek each other out in places that are strange to them. Agreeing on a specific meeting place, lovers take different routes to their rendezvous. Some of the more popular rendezvous spots are the Lake of Drifting Stars, Evenstar Vale, Starfall Stream Pool, and Bare Bones Hill.   In the years since the Time of Troubles, militia patrols have had to be increased due to the prevalence of the cult of Malar, who hunts down lovers as the opportuni¬ties present themselves. Indeed, it is not uncommon for lovers to be carrying weapons for their own protection.  

Reign of Misrule

  Ten days after Higharvestide, the Reign of Misrule be¬gins. This festival allows Turmish natives to break the oaths of their guild or faith so long as they don't cause death or destruction. Non-natives of the Reach are never excused for their actions during the Reign.   During the Reign of Misrule, it is not uncommon to see rude paladins involved in knock-down, drag-out bar¬room brawls, monks of various faiths talking and laugh¬ing freely with others (breaking their vow of silence), and other shocking sights.   The Reign of Misrule normally lasts only a day, but the memories it provides are everlasting. It is a crime in Turmish to discuss anyone's actions during the Reign, and the custom is so ingrown in the culture that even children understand the rules of the Reign of Misrule.    

Major Georgraphical Features

  The Orsraun Mountains form Turmish's western border. The Aphrunn Mountains lie to the south and the Sea of Fallen Stars to the north.   Mountains of the Alaoreum: These northernmost peaks of the Orsraun Mountains nestle against the Gulthinerc Forest. Trcefall Pass separates them from the rest of the Orsraun. The range includes Mount Andrus, a semiactive volcano sacred to worshipers of Talos, who are rumored to be in league with an evil being or coin'• munity dwelling in the heart of the volcano. The Alaoreum also holds Ironfang Deep, a great dwarves delving that produces high-quality iron ore, gems, and gold. Ironfang Deep supplies most of Turmish's iron.   Aphrunn Mountains: These mountains have long served as a shield of stone between Turmish and the towns and city-states than have sprung up on the shores of the Reach. Travelers are familiar with Mount Kolitnnis, also called Eversmoke for its volcanic activ-ity. Over a decade ago, the mountain threatened to destroy the city of Gildenglade, but the eruption subsided before inflicting any damage.   Orsraun Mountains: The largest, tallest mountain range south of the Spine of the World is a well-known abode for all sorts of evil creatures, including kobolds, ores, goblinoids, and red dragons. It is a wild place, untouched by the civilized lands of Turmish.      

Cities

  There are many cities, towns, and villages through¬out Turmish—many more than can possibly be de¬tailed in a single supplement. The areas below discuss some of the more interesting and frequently traveled areas of Turmish.

Alaghon

The capital of Turmish is an ancient city that has seen its share of trials and tribulations over the years, ranging from terrible fires to occupation by the blue dragon Anaglathos during the Reign of the Wyrm. Throughout all of this, Alaghon survived as a trade center known as the "throne of Turmish."   There have been numerous stonemasons involved in the creation of the stone buildings, vaults, houses, and drains that comprise Alaghon. This construction has created "a thousand thousand" hiding places. This fact is especially true where the works of a human stonemason cover up the older workings of a dwarven craftsman. The secret passages and cubby holes created by such overlap¬ping workmanship are popular places for children to play. Sometimes, the children run into monsters—never again to run through the city streets of Alaghon. When a child is missing, adventuring companies are sent to in¬vestigate. However, more often than not, they play hap¬pily for years, leaving a trail of used toys and adventuring supplies behind them.   Sometimes, children have come across long-forgotten vaults that most likely once belonged to ancient rulers of Turmish. While it is rare for a child to come out from the maze of tunnels with a gold coin hundreds of years old, it is not unheard of. Recently, a young child came stumbling from the catacombs that run through the government sec¬tor of the city, carrying a silver coin from the time of Dempster Turmish. The child feverishly related a story of walking into a huge chamber filled with gems and coins and meeting "an old woman with glowing red eyes." No sooner had he spoken these words when he slipped into a deep sleep and never recovered, so the rest of his story goes untold. However the truth is revealed for the DM here.     During the time of Anaglathos, the blue dragon al¬lowed a lich queen from Unther to reside below the palace. When Anaglathos died during the revolution, the lich queen continued to live quietly below the city. She cast a spell on the child when she found him wan¬dering around her domain, sending him back to the sur¬face so she could see through his eyes. The spell finally consumed the lad, but the lich queen did get a glimpse of the surface world again (in which she had only passing interest).   Alaghon is divided up into city districts. The Military District is north of the city and includes the naval ship¬yards and ports reserved for their ships. To the south lies the Merchant District, and to the east lies the Assembly, or Government, District. Houses continue out from Alaghon farther west.   Adventurers seeking employment to investigate lost ruins and ancient cities are normally referred to Chon- dath "or one of those other cities within the Vilhon," by the harbormaster of Alaghon. There is a common belief in Alaghon (and Turmish) that the monsters are else¬where, which is not always the case.   Like elsewhere in Turmish, mercenary companies per¬form many of the jobs normally associated with a local militia. They are hired out to perform odd scouting jobs and patrols along the more "wild" areas of Turmish. Oc-   casionally they run into a powerful monster they can't overcome, but more often than not they chase off what¬ever it is they come across.   A strong elf presence exists in Alaghon, as many of them have decided, for one reason or another, not to fol¬low the rest on the Retreat. There is not a segregated population of elves within the city, however, for they live comfortably around humans.  

InoncLoak

  From time to time, the Turmishans have had run-ins with the Emerald Enclave. Ironcloak was the site of one such occurrence. Shortly after the Assembly of Stars was founded, a rich Turmish merchant by the name of Lord Ironcloak persuaded the new government to give him lumbering rights around his town of Ironcloak. Despite the protests of some assemblymen, permission was granted and the matter forgotten.   Shortly after he began operations, however, Lord Ironcloak was visited by a druid from the Enclave, who ordered him to stop immediately. Like all petty and short-sighted men, he did the first thing that came to mind. He killed the messenger. Worse, this message was not the first warning to Lord Ironcloak. He had been warned earlier that simply dumping his garbage into the nearby river was not acceptable. He ignored those warn¬ings as well.   Two days after the death of the druid, a message was posted by the Enclave. It warned that the village of Iron- cloak would be destroyed at first light the following day. Ironcloak laughed and sent his men into the dwindling forests. The laughter died when earth elementals pushed their way up through the forest floor and started killing everyone in their sight. The laughter changed to horror when the river itself rose up and rushed through the town. Ironcloak disappeared from the face of Turmish.   From time to time, adventuring companies come across the ruins of Ironcloak, but nothing of interest has ever been found. Stories claim that Lord Ironcloak's for¬tune was swept back into a river, awaiting discovery by those brave enough to venture into the druids' element to recover it.  

Monningstan HoLLows

  Morningstar Hollows was once a small village of farm¬ers and craftsmen who quietly made their livings. But the nearby Alaoreum river continued to flood its banks year after year, so they finally left the village and   moved to nearby Velorn's Valor. The floods have con¬tinued for many years, creating a bog in the former community.   Lately, reports have surfaced that seem to indicate that a reptilian race has taken over the abandoned town: lizard men. These creatures are primarily fishermen and gatherers. There have not been any reports of strange abductions or disappearances—not yet anyway.  

Ravilar's CLoak

  Antonio Ravilar was a ranger who earned his namesake by protecting the village from bugbears and lawlessness during its infancy. Since his death more than 100 years ago, Ravilar's Cloak has become a rough-and-tumble town filled with lawless, ruthless men. "The Cloak," as it is popularly referred to, is a favorite haunt for miners searching for wealth in the nearby Orsraun Mountains. Two taverns, The Dog and Bone and The Griffon, are the life of the town.   Ravilar's Cloak is patrolled by the "factors," indepen¬dent groups of warriors who try to keep murders to a minimum while lining their own pockets with bribes and protection money. Of course, the factors have their rivals as well, and this situation leads to armed con¬frontations on the streets of the Cloak. These battles be¬tween factors have led to the disappearance of an awful lot of money over the years. This situation, in turn, has led to an awful lot of speculation regarding where the money has disappeared to.   One such story revolves around the flying helm, a mag¬ical helmet said to be infused with the souls of dead warriors. Serving as a normal helm until its owner's death, this magical item flies around the streets of Ravi¬lar's Cloak, "seeking dropped coppers." Locals firmly be¬lieve that the helm can pick up small, unattended things.   A bag of emeralds worth more than 600,000 gold pieces was recently found in a drained cesspool. The mass of wealth is rumored to belong to one Alataz Thrindol, a bald merchant from Telflamm who went on a journey more than seven years ago and who has not yet returned. Rastar of the Blades, a rogue from Calimshan, has taken possession of Thrindol's home, and numerous residents and factors have reported seeing gargoyles fly¬ing around the house.   As long as the mines northwest of the city continue to thrive, the city of Ravilar's Cloak will continue to pros¬per. Despite the lawlessness and violence, the promise of gold continues to draw treasure-seekers from all around the Vilhon.  

Gildenglade

  This city is the second-largest within Turmish, com¬posed of dwarves, elves, and half-elves living together in harmony. Its economy is based upon woodcutting and mining.   Gildenglade is ruled by the elves of the community, who handle all of the negotiations with the Emerald En¬clave. The elves are skilled enough in forestry and preservation that they probably have the best rapport with the Enclave of any city in the Reach.   The dwarf population of the city concentrates on mining the unusually pure veins of gold that honey¬comb the earth below Gildenglade. The half-elves pri¬marily serve as the physical labor for the lumbering ef¬forts, but they enjoy their work and are treated as equals by both the elves and dwarves of the community.   Given the amount of wealth that Gildenglade has, it is not surprising that many tales concerning “lost wealth" have arisen over the years. A few have actually been given credence by unfortunate happenstance. The most recent occurrence of a tale coming to life occurred when a visitor followed the ghostly image of a human phantom as it glided across the streets with sacks of gold. It turned out to be a crimson death, and the tourist quickly became a meal to the ravenous beast. Since that time, other crimson deaths have been discovered roam¬ing the area around Gildenglade.   There is some concern in the community that there is some sinister intelligence directing these mist-creatures to violence. Others insist that these creatures are merely following their instinct and preying on mortal greed within the city. Until an adventuring company can in¬vestigate the matter, the true answer will probably never be known. In any event, no more than one crimson death has ever been seen at a time.  

Centaur Bridge

  This town is named for the stone bridge located nearby that traverses a large pond. Located within the Dancing Forest, it is surrounded by a thick white mist that seems to be ever-present.   Centaur Bridge is also referred to as “Stone Village" due to the stone construction of its homes. Creepers and green moss cover most of these homes. Wooden con¬structions rots so quickly that they are totally unused within Centaur Bridge.   There are two main reasons adventurers decide to stop by the forest city. The first is a legend of the van¬ished mansion. At the east end of Centaur Bridge, just off the Halondar, is an open cellar. The clearing is easily visible from the road on a day when the mists are not ex¬tremely thick, but it is always easy to find if one knows where to look, or pays a local guide. Legends claim that the mansion which once lay there was owned by Torst Habilar, a merchant from Alaghon, more than 200 years ago. The same legend speaks of fabulous wealth in the form of statuary from the wars of Unther and Mulho- rand, gold, silver, and gems.   Although the mansion itself is gone, consumed in ei¬ther an unrecorded fire or an equally unheard of magical conflagration, the vaults below the mansion remain. From time to time, adventuring companies used to de¬scend into its depths to unearth these treasures. Four years ago, the Company of the Shining Stars arranged for a financial backer from Sembia to back their search of the mansion's vaults. That same company is also blamed with disturbing a “great evil" that consumed all but the party's rogue, Emanuel Foreister. According to Emanuel, a creature resembling a deepspawn—a crea¬ture that gives birth to a variety of other monsters that it has eaten—attacked his party while they were opening a large stone sarcophagus. They fought a costly retreat as the party tried to make its way back to the entrance. Ultimately, the party's priest, a holy man of Tymora, held off the deepspawn while Emanuel escaped.   Emanuel has since quit adventuring and moved to the city of Nimpeth. Once each year, on the anniversary of his friends' deaths, he returns to Centaur Bridge to pay his respects. He also freely gives advice to other adven¬turing parties that seek to avenge his friends' deaths, but he refuses to go back into the vaults.   The second local feature of great interest to adven¬turers is the Sylvan Geyser. It has been a local attrac¬tion for years, and many travelers stop and admire it today. Each hour, the geyser sends a blast of scalding water skyward.   The geyser is also a holy place to those who worship Eldath, and many priests of that faith stop by to spend a day or two admiring the show of their goddess. The rea¬son for the sudden rise of interest in the geyser has a more solid base than religious, however. Treasure—gold, gems, and magical items—have lately been spewing out of the Sylvan Geyser. From time to time—once every two or three weeks—the geyser launches a foreign object skyward. Magical rings, gold pieces, platinum pieces, and even a few gems have been seen in the spout of water.   This has led to speculation that another treasure vault lies below the geyser.   Magical sight into the geyser has been blocked, and the use of divination magic has likewise yielded no re¬sults. A wizard who cast wraith form in an effort to ex¬plore the geyser found his leg quite solid and stuck in the geyser's mouth. The next eruption freed him, but he was seriously burned in the eruption.   What lies at the heart of the geyser continues to cause rampant speculation. Most believe that it has something to do with the vanished mansion; many more believe that whatever lives below the town should be left alone.  

NonthaL

  The smell of manure mixes with that of slaughterhouses and tanneries to provide an unforgettable odiferous ex¬perience for visitors to this small town. Still, like other places within the Vilhon, the lure of gold draws the curi¬ous to its streets and inns.   Nonthal was named after a local wizard who set up shop in the small town more than 100 years ago. He built a small cottage behind a local inn, set up signs    warning people to leave him alone, and then disap¬peared. His house was ransacked after his presumed death, and directions were found to a place called "Non- thal's Hold."   The path to the hold is well known to all of the town's residents. It is a sunken path behind the Three Trees Inn. The entire inn has been rebuilt in the intervening years to give a grand view of the lane for the patrons so they can watch and bet on the fate of adventurers as they traverse the dangerous path. Every third step or so of the path is littered with magical traps that open up gates to other Faerun locales. Anyone walking along the path when one of these gates is opened is sucked through them to the other side. A password, uttered at the correct time, negates the trap from activating. But each trap has a different password.   A player who does some successful research into Non- thal's past can correctly determine that the path is set up along the theme of the "13 Gates of Magic," an ancient book of magecraft from the time of Netheril. This fact means that 13 different passwords are required. The dif¬ferent traps teleport without error the pathwalker to:   1. Yliyl, a small oasis in the heart of Anauroch. 2. The cold and windswept mountain peak west of Whitehorn in the lands north of Thar. 3. Dlathilvaer, a forest island near Evermeet. 4. A snake-infested hill of rocks deep in the jungles of Chult. 5. A little-known mountain valley in the heart of Lhairghal peaks or West Wall of the Sorcerers' realm of Halruaa, near Zoundar. 6. The Underdark of southern Faerun. 7. The deepest known level of Undermountain. 8. The outskirts of the Ruins of Myth Drannor. 9. Gildengloop, the abandoned city of the snirfneblin. 10. Novularond, on the Great Glacier. 11. Ilighon, home of the Emerald Enclave. Note that since wizard magic doesn't work here, the path- walker appears three miles above the surface, plummeting earthward at an alarming rate of speed. 12. The Tears of Selune. 13. Into Nonthal's Hold.   The discovery of the passwords to get past the magical traps can be an epic quest composed of many different adventures. Tracking a dead wizard's clues centuries after he is gone should be a worthy challenge for a group of adventurers at any level.   Meanwhile, the Three Trees Inn is actually the center of activity for the town. So many adventurers come through the place to try out the path that there is nor¬mally entertainment every week just in pathwatching!   Nonthal is comprised primarily of humans, half-elves, and gnomes —and the gnomes especially take great de¬light in watching people go down the path. A few of the gnomes are illusionists as well and delight in making sparkling lights, loud noises, or any other distraction they can think of.  

JaTbriw's Jump

  This town is one of many along the "smugglers' road Gildenglade," serving as a stop-off point for all sorts of shady characters. It has been said that if you're on the run, you will find yourself at the Jump before too long.   This backwoods settlement got its name from the ex¬ecution of an outlaw who was thrown from the top of a cliff to the rocks far below. That, according to the locals, is why "a person's gotta be smarter than your average Jathrin."   Anyone looking to fence stolen goods can probably find a broker in Jathrin's Jump. The town crawls with the lawless, both residents and those on their way to more "peaceful" lands. Anyone looking for goods that would probably get them arrested by merely mentioning them in more respectable cities will probably find them sitting out in the open for sale at the Jump. "As straight as a deal in the Jump" is a common catchword for activities involving more than a slight degree of danger. The catch-phrase has grown in popularity and is now used throughout the Vilhon.   An old tomb complex somewhere below the Jump has recently claimed the life of one noted adventurer, Irgul of Telflamm. His comrades report that he was torn apart by a stone golem. Strangely enough, he was killed in the main chamber of the tomb, a place that, up until Irgul's death, was frequently used by smugglers seeking to hide contraband from the authorities.   The golems are more than just automatons, though. They are under control of Aragath Taltar, a lichlike un¬dead that still serves Talos as a priest. His temple used to stand above the current tomb before it was destroyed by priests of Lathander. Aragath still retains the powers of a 17th-level priest, but he exists as a wraithlike flying head and torso whose hands have a chill touch power (asthe spell), inflicting only 1d4 points of damage but caus¬ing a permanent 1-point loss of Strength unless a suc¬cessful saving throw vs. spell is made. Inside his tomb, Aragath cannot be turned; if disrupted or "destroyed," he reforms in 1d10 days, seeking his destroyer with a vengeance.   After the destruction of Talos's temple, a thief man¬aged to find Aragath's diary. He sold it to the Uluuthin family, who spread words about Aragath's plans to be¬come undead all over the city some 60 winters ago. They were killed while adventuring—Aragath's still upset at not being able to kill the blabbermouths himself—and the book has not been seen since.   The six golems have each been constructed with se¬cret compartments that hold Aragath's wealth. Each golem holds:   • gems worth 25,000 gold pieces • 9 magical rings (DM's choice) • 5,000 gold coins • a scroll of 7 clerical spells • 5,000 platinum coins • a wand of wonder (20 charges) • a scarab of death   managed to find them, the party needs to reduce his bones to dust and immerse them in holy water or burn them to ash. Of course, he certainly will not stand idly by as the party prepares his bones for destruction!   As if Aragath was not enough of a threat, travelers have reported seeing a ghost haunt the cliff from which Jathrin was hurled. It appears as a slim human male wearing tattered leather armor and carrying a torch.   This apparition is actually the spirit of Jathrin, haunt¬ing the spot of his death and guarding the treasure he hid before he was executed. Jathrin cares not a whit for "jus¬tice" or "proper burial;" he's here to make sure that the living continue to pay for their crimes against him. He never talks to his prey unless it is to his best advantage, and he never attacks an entire party of adventurers. In¬stead, Jathrin prefers to waylay small bands of travelers. If faced with a foe that can actually harm him, Jathrin leaves the scene, confident that the magical aging he in¬flicts by his sight is sufficient punishment until a future opportunity lets him finish the job he started.  

Xorhun

  Located at the edge of the Halondar Valley, Xorhun serves as the garden spot of the nonhuman population, especially elves. The city has been nicknamed "Cor- relon's Cradle" and "Lifeblood Falls" by the residents.   Xorhun has an unusual effect on elves and gnomes, increasing their fertility rate. Children are born at a rate two to three times the norm for their race. One must live in the area for five years before the fertility effects begin to show.   Other than this unusual property, Xorhun serves pri¬marily as a stopping point along the Halondar, the road that connects Hlondeth to the south and Alaghon to the north. It is populated primarily by craftsmen and merchants.   

Important Sites

  Turmish is dotted with hundreds of agricultural communities too small to 'appear on most maps, all interconnected with winding country lanes so tangled that they would drive an invader mad. Its few large cities are the jewels of the country.  Alaghon (Metropolis, 88,704) :Nearly the entire capital of Tur-mish inbuiltof stone. A great fire in 512 DR razed the city, and laws have since required that all new construction must be stone or brick.   Older buildings have been expanded and remodeled numerous times, and have several layers of old walls behind facades. This construction has created thousands of cubbyholes and hiding places in the city. Games of hide-and-seek are popular among Alaghon's children.   A freely elected council governs Turmish's ancient capital. Each citizen, regardless of race and social position, has a single vote. The chief speaker is chosen from the ranks of this Free Council. The duties of this chief speaker are few, the most dramatic being to main-tain local and mercenary units for defense from pirates and other nations. The rest of the country is organized along similar lines.   Gildenglade (Metropolis, 48,384) :This city is the second largest in Turmish, home to dwarves, elves, and half-elves. Its economy is based on woodcutting, woodworking, and mining. The elves rule the community and bindle all negotiations with the Emerald Enclave. The elves are skilled enough in forestry and preservation that they probably, have the best rapport with the Enclave of any city in the Reach. The dwarf population concentrates on mining the unusually pure veins of gold that honeycomb the earth below Gildenglade.   Nonthal (Large City, 12,902) :The smell of manure mixed with the odor of slaughterhouses and tanneries provides an unforgettable olfactory experience for visitors to this town. Still, the lure of gold draws the curious to its streets and inns. Nonthal was named for a wizard who set up shop here over a century ago. He built a cottage behind a local inn, erected signs warning people to leave him alone, then disappeared. His house was ransacked after his presumed death, and directions were found to a place called Nonthal's Hold, a ruin said to hold a portal'or series of portal.; to distant locales.  

Geography

  Turmish is probably one of the most well-defended nations in the Reach, protected on all sides by some force of geography. Mountains surround it on every side but the seashore. Any advancing army would find it difficult to get itself into a good stretegic position.  

Mountains of the Alaoreum

  Named after the dwarves of Ironfang, the northernmost mountains of the Orsraun chain nestle up against the Gulthmere Forest. They are separated from the rest of the Orsraun by Treefall Pass, a narrow path through the mountains.   Mount Andrus is a semi-active volcano that has only erupted ash and steam throughout recorded history. Rumors of an evil power residing in the volcano itself cause worshipers of Talos to flock to the area.   The Ironfang dwarves are known for the high-quality gems and gold that they mine from the Alaoreum. They have grown distrustful of the humans to their south, espe¬cially since the bitter Campaign of Darkness that ended with the dwarves battling their dark brothers for 50 years.   That war is still far from over. Skirmishes between the two races are still common, and Ironfang Keep is always on guard against a surprise attack from the duergar.   King Anthrus Strongarms (LG dm F12) has ruled the Ironfang dwarves for more than 50 years. He is a veteran of the Campaign of Darkness, and that bitter battle has made him much more distrustful of the duergar than of the humans.  

Orsraun Mountains

  The largest mountain range in the Reach, the Orsrauns are a well-known abode for all sorts of evil creatures, ranging from the common nuisances of orcs and goblins to the monstrous variety of red dragons. It is a wild place, virtually untouched by the civilized lands of Turmish.   Two dragons are known to live within the rugged mountains. The first, Emberspeak, is an adult red dragon that, so far, has been content with raiding caravans and such in the Shining Plains. The second is Anglaspark, a child of the blue wyrm Anaglathos who ruled Tur¬mish more than 100 years ago. Whether Anglaspark seeks a grand rulership of Turmish, retribution for the death of his father, or is simply content with living in Anaglathos's former lair is unknown. Anglaspark has thus far been content with consuming cows from the fertile fields of Turmish, along with infrequent raids near the Orbrekh.   The northern reaches of the Orsrauns are the territory of the Onusclan, a group of orcs held together by the fairly competent rule of King Highstead. They make in¬frequent forays into the territories of both the Tattered Cloth tribe of Kobolds to the south and the Ancient Ax goblins to the east.   The southern Orsrauns are home to the Tattered Cloth clan of kobolds. Despite their heavy losses in Hlondeth and their heavier losses from the erupting vol¬cano, the Tattered Cloth Legion has once again grown to the point where it could pose a problem to the sur¬rounding cities. However, battles with the Onusclan have kept the kobolds occupied, so far.   The Ancient Ax goblins have waged a near-eternal war against the Alaoreum dwarves of Ironfang. They have been soundly defeated during every attempt to take over the dwarven city and now find themselves fighting the Onusclan orcs. The battles with the orcs prevent them from making an effective push into the dwarf kingdom.  

The Orbrekh

  This slim branch of the Orsrauns is probably the safest in the region, at least for travelers. The main reason for this is the presence of the "community of the high brows," a tribe of mountain giants. The tribe is led by Oogle, the shaman of the community. The giants have expressed only a desire to be left alone in peace and have deci¬mated the Onusclan orcs when those creatures have crossed into their territory. There are between 30 and 35 giants in the community.   A strange relationship exists between the giants and the Emerald Enclave. Its nature is unknown, but druids are common visitors to the giant residences.  

Aphrunn Mountains

  These mountains have served as a shield of stone be¬tween the kingdom of Turmish and the many small towns that have grown up along the shores of the Vil- hon. Like other mountain ranges, they have a power structure of their own among their inhabitants.   Most travelers are familiar with Mount Kolimnis, called Eversmoke due to its volcanic activity. The city of Gildenglade is even more familiar with the volcano. Ten years ago, the city was concerned that Eversmoke might eventually erupt and destroy their town. With that in mind, they hired a wizard to research a spell that would silence the volcano forever. Danirro of Alaghon stepped forward to conquer the mountain.   For two years, Danirro researched a spell that would silence the volcano. On a hot summer day in 1360, he climbed up to the lip of Mt. Kolimnus and began casting his spell. Whether or not he would have been successful will never be known. Agents of the Emerald Enclave shapeshifted on either side of him and pushed the spell¬casting mage into the heart of the volcano. Danirro's ring of feather fall was said to activate, but it only served to offer him a slow death as he floated slowly down into the magma.   Danirro's cottage—and all of his research notes—were destroyed in a fire that occurred at just about the same time as Danirro's dip into the volcano. The city of Gildenglade received a warning from the Enclave not to try to meddle with forces it didn't understand, nor to try to hire those who thought they did understand. Hence, Eversmoke con¬tinues to spew forth steam, but it has yet to erupt.   The Scything Claw band of kobolds also call the Aphrunn their home. This group makes infrequent raids into Turmish, providing the roving militia with a focus for their attention.  

Lilit Pass

  This narrow chasm has occasionally provided a quick path for merchants and miners heading for Daroush, a dwarven mine located within the Aphrunn. The mine has run dry, and the dwarves have returned to their homeland in the Alaoreum. Human miners sometimes fight for the scraps of ore that were left behind. Daroush is only a ghost town now, except for those few miners who have remained, convinced there is more gold to find within the ancient tunnels of Daroush.   Lately, however, the miners have been reluctant to enter the mine. Reports of dark dwarves wandering the gloomy corridors have chased off most of them. Those that have remained only explore the mine in groups. A call for adventurers willing to work for a fee has been sent, but no group has gone to the ghost town as of yet.   Aelor is another nearby city that survived on the graces of Daroush's gold mine. When the mine ran dry, the entire city was deserted, its residents moving to the city of Amah to the south.   Torl remains as a port city, though the gold that drew the traders to its ports is now mostly gone. There are re¬ports surfacing that another mine has been opened in the Aphrunn, but no significant amount of gold is flow¬ing through Torl's ports. Once it does, Torl will probably be the site of a new gold rush.   Asple is primarily a fishing community, although a stone quarry there is also popular throughout the Reach. Adventurers looking for sunken ships could do worse than to ask the knowledgeable fisherman about the loca¬tions of various shipwrecks. (Serving as a guide pays much better than fishing anyway.)   Nleeth and Amah still serve as training centers for visit¬ing armies, although the bloodshed is not nearly as pro¬nounced as it was nearly 1,000 years ago. Known now as the Southsands Games, the opposing forces meet to prove their mettle in combat and tactical skills. Death is still a regular occurence at the games, even though it is no longer the goal to totally decimate the opposing forces. Accidents happen.   Turmish no longer supports the slave trade, but it does put forward goods and money. When Turmish wins, it frees the slaves. Chondath, Sespech, and Nimpeth still have a thriving slave trade.   Hlondeth hardly ever participates in the Southsands Games, preferring instead its role as host city for the games. From a strictly commercial standpoint, that is the best thing they could do, as the game draws tens of thousands of people to the city.    

Regional History

    The origins of Turmish go back to the founding of Alagh6n in —37. DR. Alaghon eventually became the capital of a powerful con-' federation of warlike, mercantile city-states similar to Chondath in its heyday. In 142 DR, the Lord of Alaghon, Dempster Turmish, expanded his control to include all the territory Turmish encom-passes today. Dempster Turmish's efforts to expand his borders to include the city-state of Hlondeth and beyond never quite came to fruition, and by the time of his death in 1S0 DR, Hlondeth remained free.   After Dempster's death, Turmish had no strong leader for over a century. Political control ebbed back and forth between the various nobles and merchant houses. Turmish's commercial power remained undimmed during this period, however, because the Turmians never let their political ambitions get in the way of business. By 1242 DR, control of Turmish passed into the claws of the blue dragon Anaglathos, who insinuated himself into the capital and staged a coup. The dragon ruled as a despot for five years, nearly driving the country into ruin.   The paladin Corwin Frees slew Anaglathos and liberated Turmish in 1247 DR. Uncomfortable with ruling, Corwin abdicated the fol-lowing year after creating the republic that rules Turmish today. Corwin was assassinated in a coup attempt in 1254 DR, but the coup failed and the republic stood.   Turmish remains peaceful but wary today. Its ships patrol the Vilhon Reach, keeping trade routes open, and its mercenary militia keeps the country's borders seeure. Turmish worries about Chon-dath's rising poseur, but it has not offered Scspech assistance for fear of provoking Chondath.  

Plots and Rumors

  Like elsewhere in the Vilhon Reach, mercenary companies and adventuring bands perform jobs normally associated with a local militia. They are hired out to scout and patrol the "wild areas" of Turmish.  

Turmish and the Pirates of The Fallen Stars

  The nation of Turmish runs along the northern shore of the Vilhon Reach, then northwestward to the city of Telpir. A mountainous region, Turmish lies along a rocky coast along the Reach, which softens somewhat north of Alaghon. Although the Reach coastline is rocky, the Reach itself is quite deep on the northern side, allowing ships to come to shore almost anywhere along the coastline.   Turmish itself is a somewhat fragmented country politically. A rural area, it has an extensive population of demihumans (particularly dwarves in the Orsraun mountains and gnomes in the lowlands) and goblinoids.  

Pirates and Turmish law

    The human law of Turmish was extracted from the ancient code of Enlil, which was once used by the ancient empire of Chessenta. Under this law, piracy is considered a severe crime. However, the loose nature of the Turmish enforcement system makes punishment unlikely. Similarly, officially smuggling is a severe crime, but Turmish maintains no extensive customs patrols.   Among the demi-humans, on the other hand, these things are taken very seriously. The gnomes will punish pirates and smugglers whenever they are found, and will not always wait for the niceties of the Turmish legal system. The goblinoids are worse; if they aren't getting a cut of the smuggling, they have been known to execute 'unauthorized' smugglers.  

Naval Forces and Shore Defenses

  Turmish maintains a 'militia navy': privately owned ships are commandeered on an as-needed basis to prosecute piracy. As a result, enforcement is poor and piratical acts are often ignored. Raiding, on the other hand, is not viewed with as much languor. The people of Turmish have something of a frontier spirit, and a raider hitting a Turmish settlement quickly discovers that instead of facing a lackluster militia, they are facing an armed populace with one united thought: drive out the invader.  

Recent Pirate Activities

  Turmish also participated in the war against Yrkhetep. However, since the nation is so spread out, the losses from that war have had little effect in Turmish. Instead, the normally lax enforcement has become even more so, with pirate raids happening literally within sight of major settlements without reprisal from the Turmish government.  
 
The true rulers of a kingdom are'seldom who ye think they are. Always look for the hidden; even if ye don’t find it. There’ll be some hint of where real power lies . . . and besides: the sneaking and peering about is always good fun.
— Mirt “the Moneylender” of Waterdeep Thoughts on Politics and Other Villainies Year of the Boot
  Last time around, we began a look at the hidden powers of Turmish. Let’s con¬tinue, shall we?   By this time, Elminster had finished the snails he’d brought and moved on to wedges of the oldest, strongest cheese he could find in my pantry—stuff I’d been saving to put out for the raccoons or to make even strong-stomached door-to- door salesmen flee the farm—and was washing it all down with peach brandy, almond liqueur, cherry syrup, and choco¬late sauce . . . thoughtfully stirred together with one long-nailed finger. Yes, I shuddered too.  

The Masked Masters

  The Dancing Ring is a truly ancient Turmishan cult the adherents of which believe the realm is kept strong by cele-brating important events at monthly midnight dances.   On a “Dancing Night” (the last day of each month; this time is known to all Turmishans—who may use it to mark time in casual conversation—not just cult members), believers gather in fields and on bare hilltops, drink from a caul¬dron of hot cider, and dance counter¬clockwise around the outside of a large oval ring of lit torches. At the heart of the ring, events deemed important by “The Masked Masters” are presented as illusions. Sometimes old, favorite—or especially hated, feared, or moving—- events are shown, as well as recent ones.   The Masked Masters are illusionists, and working the artful images neces¬sary for a dance usually requires at least four of them. They appear hooded and robed to conceal their identities, and they stand within a circle of guards outside one end of the oval. Drummers who keep the dancers in time sit at the other end.   In simpler times, this cult—whose members included folk of several races and many religions; no faith was endorsed or excluded by the Masters— was very popular. It served to direct Turmishan opinion. Visitors were—and are—free to observe the dance, and take part so long as they do not disrupt the ring or the images—(doing so usually brings down a magical bolt hurled by one of the Masters).   The power of the Dancing Ring has waned in recent times. Increasingly, vis¬itors and widely-traveled cult members have claimed that various ring-visions were false, or altered (in the way beings were shown, or the words they were pre¬sented as speaking). The aims of the mysterious Masked Masters became suspect; were they in fact Red Wizards of Thay, Zhentarim, or other outlander wizards seeking to twist the thoughts of Turmishans to their own ends?   This debate continues. The identities of many Masters have become known (in some cases, Masters deliberately unmasked themselves at the ends of dances), and although a majority seem to be illusionists who’ve dwelt in Tur-mish for a long time, the veracity of the images they create remains a matter of controversy. Where do the Masters get their visions? Does magical eavesdropping—■ spying, some say—go on continuously in Turmish?   Many Masters who’ve been ques¬tioned about this claim all their visions come to them in vivid dreams, sent by “The Gods Who Watch Over Turmish.”   How much the Masters do spy, or communicate with each other for dark purposes—or just who sends them visions, and to what aims—remain mat-ters of rumor, speculation, and suspi¬cious query as the seasons slowly pass.   Despite this, visitors and young chil¬dren are often enthralled on Dancing Nights when the weather is fair by the sight of vivid scenes unfolding in the open, in the midst of a ring of dancing creatures of all sorts. In most of the more than 40 known Rings across Turmish, elves dance beside lizard men, gnolls shuffle along beside pixies and halflings, and humans puff and bob along beside dwarves and even half-ores.   Interestingly, there are no reports of korred (the diminutive woodland race known as “the Dancing Folk”) approach¬ing or dancing in the Rings.  

The Ghost Swords

  The Ghost Swords are a shadowy group of defenders of the realm; adventurers and other folk capable of giving fierce battle. They take their name and inspi¬ration from an ancient enchantment that lies on the land that has become Turmish, woven by one of the earliest priesthoods of Selune.   Their magnificent, many-spired tem¬ple stood in the heart of the rolling woodlands between The Mountains of the Alaoreum and The Aphrunn Moun¬tains—and was destroyed by a raiding dragon more than a thousand years ago. Today, nothing remains of it (except leg¬ends of its deepest vaults, unreachable by the wyrm and now hidden beneath the rubble of the riven temple, and the earth that has now covered it all, that still hold gems, gold, magic potions, and other riches). The priests perished with their temple, so it is either the strong will of Selune Moonmother herself or modern-day Selunian priests of great power keeps the magic at work.   On some moonlit nights, the enchant¬ment evokes glowing white, ghostly, translucent images of drawn swords— sharp naked blades that fly silently through the air with no hand wielding them. For centuries, Turmishan folk have learned to follow these apparitions; even present-day militia patrols do so unhesitatingly.   Ghost Swords typically hang verti¬cally, point downward, when first seen. They seem to sense when they’ve been noticed, and begin to move. These apparitions always fly to point at a spot where hidden treasure lies, brigands are hiding, or lost beasts, sheep, children, or wounded folk lie. Then they usually fade away—although they may reappear if a searcher misses one lost item or being of a group, and prepares to leave.   Although multiple Ghost Swords have been seen in various places around Turmish on the same night, it is not known how many blades can exist at a time. Ghost Swords have been seen to pass through walls, trees, earth, and even living things.   The ghostly blades can’t be grasped, dispelled, magically influenced, or enspelled so as to reveal what intellect guides them—nor have the rare few with psionic powers been able to contact them or any will behind them.   Some travelers believe these appari¬tions inspired the cult of The Bright Sword in Thentia, and perhaps also ven-erations of a flying blade in Calimshan and in some of the independent cities around The Lake of Steam. (A little- known side-effect of the ancient enchantment is that no other power or being can create a similar or identical image ^any glowing, translucent, fly¬ing swora in Turmish ... in other words, there can be no false Ghost Swords.)   Whatever guides the sword appari¬tions, they have inspired present-day Turmishans to watch over their realm in like manner. Adventurers, powerful wiz¬ards, and priests alike proudly wear the shoulder-badge of a vertical white blade on a black field (though when concealment is prudent, it is sometimes kept to medallions hidden under clothing).   Members of The Ghost Swords try to spot all powerful visitors to Turmish, and stalk them (trying to stay unseen so long as intervention is not necessary) to ensure they don’t despoil the land.   In the heartwoods and mountain uplands of Turmish, all strangers are kept under surveillance. The Ghost Swords will act openly to prevent tomb¬robbing, desecration of (and thefts from) temples. Further, they oppose the covert building of new places of worship—even temporary altars—as several startled adventurers have learned. On several recent occasichis, followers of Talos sought to establish communities in the mountains bordering Turmish, and used storm-spells to defend their settlements against Turmishans and militia patrols. The Ghost Swords were founded to pre¬vent the balance of power and character of life in Turmish from being altered by covert intrusions of this sort.   

The Nail

  The Nail is a recently-formed, wide¬spread group of shopkeepers and mer¬chant traders who advocate a covert takeover of as many ships of the pirates of the Fallen Stars as possible, so as to use them to carry on trade profitable to Turmish—while continuing their piracy so as to harm the shipping of rival lands.   The Nail also wants to set up ware¬houses, moneychanging agents, and local buyers in important nearby cities such as Airspur, Arrabar, Lieshayl, Nimpeth, Ormath, Reth, Riatavin and Westgate—services to benefit members of the Nail in the same way trading costers aid their members, only secretly.   Rather than operating openly as a merchants’ collective (a ripe target for brigands and thieves), the Nail plans to infiltrate current coster and caravan- company facilities, and operate them for both Nail members and the concerns they supposedly give exclusive service to. Nail members would get the best rates and service, of course.   The Ghost Swords are currently investigating this group, and several members of the Free Council of Alaghn have also hired adventuring bands to learn what they can of who leads the Nail, and where this loose, rapidly- expanding organization is headed. Some folk believe a sinister power such as Thay or the Zhentarim are behind it all, seeking to take over the Nail as their own trading organization once it’s estab¬lished . . . others believe that one or more pirates seek to retire to a safer, landborne life while still making money.   Whatever the truth about the leader¬ship of the Nail, at present it is little more than a confused web of local help- each-other-out contacts filled with shady cut-rate deals between individual mer¬chants. Members identify themselves when trying to make contact with other members by carrying a single nail cupped in one hand.  

The Roar of the Lions

  The Five Lions is an isolated quaint inn on a side-trail just below the lip of The Allascar, on the steep slopes dropping down into the vast wood known as The Faraway that covers the western end of Turmish. The inn’s name has been adopted by a brotherhood formed and based there.   The Five Lions is an organization headed by five retired adventurers.   They train would-be or fledgling adven¬turers for stiff fees, tutoring them in the use of weapons, in bushcraft, and in sur¬vival skills in subterranean settings. The Five Lions provide several ‘test’ dungeons: an old, disused tomb; the cel-lars of a fallen, ruined keep; and a mine that reaches down into caverns said to be roamed by drow—and certainly inhabited by an active deepspawn.   Many restless young Turmishans take training with The Five Lions, and then hire on as caravan guards (over-land) or cargo guards (aboard ship) in Alaghn. It’s rumored the inn holds an ancient, permanent magical gate in its cellars that leads to a secret place in Amn—and that the five adventurers who head the Lions aren’t as retired as they pretend to be. When strife came to Tethyr, several members of its royal family reached The Five Lions (presum-ably through the gate), but perished in the woods of Turmish under the blades of Tethyrian pursuers (who presumably found the gate).  

The Purple Staff

  The Fellowship of the Purple Staff is a recently-formed, little-known network of priests who envision a new realm rising north of Turmish, taking in Telpir, Amry, and all the woods north of the Orsraun Mountains and east of Cedar- sproke. The Fellowship sees this strate¬gically-located region as a future trading power: “The Holy Realm.”   This land would be ruled by priest¬hoods living in harmony—the clergies of Chauntea, Helm, Lathander, Selune, and Sune—and defended by paladins of those faiths. The idea for the blessed realm came to several senior priests of those faiths in Turmish, the woods near Starmantle, and around the Vilhon. They’re convinced it’s the will of their deities that this realm come into being, and from Turmish are working toward that end, sending hired adventurers into the forests south and west of Telpir to explore and to slay monsters.   There are now several hundred priests and paladins in the Fellowship— notably Delthyn of Chauntea (NG hm P17, a white-haired, balding, kindly giant of a man who works his fields due west of Alaghn). There are also a few mages who’d like to live in a strong, stable realm so they can concentrate on research. In return, they’d use their spells to build roads, bridges, and water¬ways—and fight off invaders—as needed.   The Fellowship sees The Holy Realm starting as a logging and hunting con¬cern, and slowly becoming a land of ever-expanding temple-farms. Defeat of the pirates of the Fallen Stars would be a necessary step. The badge of the realm and the Fellowship is the Purple Staff (representing rule by clergy).  

A Treasure Tour of Turmish

by Ed Greenwood  
The treasures of Turmish are hidden amid all that beauty. Beautiful trees, dells with beautiful streams . . . oh, yes, and beautiful men, every one of them with secrets to be wormed out into the open.
— Naneetha Shinalstar, War-Mage of Saelmur Memoirs of an IUithid-Human Crossbreed Year of the Harp
  This time around, we’re off on a treasure tour of Turmish—a summary of the highlights of known or suspected forgotten, lost, hidden, or dangerously- guarded caches of treasure. Much of our information, Elminster tells me, comes from the cruel but clever temptress Naneetha Shindalstar (she of the quote above), who surveyed Turmish for many years with eyes open for magic and riches she could use to make Saelmur the most dominant city-state of The Lake of Steam.   Now, the Old Mage suspects, she comes back to wander Turmish so often because she’s fallen in love with the place. Oh, yes: he thinks the title of her book was just intended to shock the large but jaded Calishite reading audi¬ence, and is not a truthful claim to be descended from an illithid and a human—but just to be sure, Elminster promises, he’ll make a point of tracking her down and asking. That should be an interesting encounter.   The most useful way to organize a mishmash of old tales, tavern boasts, and hints is by place, it seems. So let’s begin with the only stable city in Turmish: Alaghon. The other cities of Turmish are those change-name-and-nature-with-the-sea- sons ruins. They’ve been picked over so often that they almost certainly don’t hold any sizeable treasure above ground, unless perhaps it’s encased in stone blocks—but beware: treasure-seekers breaking open such blocks have met death at the hands of stone guardians and similar golems before!

Alaghon

Like many another prosperous city of Faerun, “the Throne of Turmish” has its share of treasure-tales and stories about the eccentrics who amassed and hid most of them, too. These were many— and then there were the normal, aver¬age citizens, too. . . . Alaghon always has been a place of wealth and eccentric folk and restless¬ness. Both dwarven and human stone¬masons of skill have worked on its houses, drains, and burial vaults, leav¬ing behind them “a thousand thousand” hiding places. Youngsters in this city often explore the cellars, drains, and vaults known to them, seeking a place where they can play. Sometimes, they meet with some disaster, as a lurking monster takes them; more often, they play happily for years, leaving a trail of candle-ends, flints, lamps and lamp-oil for other visitors to use. Increasingly, thieves and other curious explorers are visiting the spots.

Walking-Sticks

Several hundred years ago, a fashion swept the city—everyone of substance began to carry ornate walking-sticks: staves almost as long as a pike in the most ridiculous instances, all of them carved, polished, inlaid, and chased, as well as adorned with ivory, gems, feath¬ers, and ornate metal flnecastings. A few folk still cling to this custom, and many a proud house in Alaghon has one or more of these canes hung on a wall, or gathering dust in a cloak-corner. Some of these canes were hollow and filled with rubies or coins, or even tight- rolled spell-scrolls. Others sported more common fittings: spring-dart launchers or retractable dagger-blades. Many of these ornate walking-sticks were buried with their owners and now molder in lightless vaults beneath the streets and tall houses of the city; others stand forgotten in a hundred robing-rooms. Thieves and noblemen of Sembia are becoming increasingly interested in them . . . and tomb-robbing is becoming more common in the Throne of Turmish.

Gems

It is also a custom in the city to give a bride beautiful things on her wedding- day—flowers, poems, scents, or finery. In most of the realm, the value or expense of the gift does not matter. In high-nosed Alaghon, however, the custom long ago shifted into the giving of gems. Again, value does not matter so much as size, or striking appearance. Poor folk often give blown glass pendants or earrings of rainbow or flame-orange hue. Some of the valueless ornaments or flawed gems have made the rounds, given from a former bride to a new one, who in turn gives it to another new bride, and so on. Over the years, wizards seeking to hide lichnee life-essences, imprisoned creatures, and similar things have by subterfuge and substitution introduced enchanted stones into the circulation of gems in Alaghon. Thieves have also sought to hide their takings among the bridal baubles of the city. There are many such stones, in any city of size in Faerun—but in Alaghon, two special treasures are thought to lie hidden.

The Maiden's Tears

One is The Maiden’s Tears, a matched set of 14 clear, polished, and teardrop¬cut diamonds, set on fine wire to be worn as a pectoral by any lady with a capacious bosom. These were snatched from that very location—the rouged and perfumed front of a visiting noblewoman and prismatic spells are repulsed outward, to menace their casters.) One energetic excavator wrote that the tower’s underneath is similarly defended: digging under the walls doesn’t avoid the spells. Elminster assures me we’ll look at the lost and rumored treasures of other locales in Turmish in columns to come. Happy hunting until then!

 
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