“The measure of a man’s worth can be seen in the cut of his beard.” Old Turmish Saying.

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, Alaghôn, 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 Turmish
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


A 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 another’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 expensive 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 tradition is a personal ritual, performed at a time that is important 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-seeking by unscrupulous individuals. However, the act of digging up a gift to the earth is heavily frowned upon in Turmish to say the least. Officially it is a crime punishable 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 personal 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 customs. 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 cabins themselves when a sudden storm arises. Some guesthouses even have a roofed-over hay pen for stabling cabhorses, 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.

There 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 drinking,
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 marriages.
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 opportunities
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 begins.
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 barroom
brawls, monks of various faiths talking and laughing
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.


Officially, 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 competitor 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 Turmish. 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 performed 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 Alaghôn. They are also expected to follow the dictates of the Assembly, but for the most part they are given plenty of space. The Assembly concentrates on national interests and allows the cities to handle their own problems.

Important Sites

Alaghôn: The “Throne of Turmish” as it has always been known is the capital of Turmish since that nation was founded by Dempster Turmish centuries ago, and has been the trade centre of the region for much longer.

Some decades before the erection of the Standing Stones (0 DR), the Turami people living in the eastern Vilhon Wilds had grown tired of the evils of the robber barons of the Vilhon, in ever increasing number they began to moved west, sailing across the Vilhon Reach and settling the land that would be Turmish. Here they encountered the former slaves of Jhaamdath and were welcomed to settled the coast (and other Jhaamdath ruins).

By -37 DR Alaghon was a permanent settlement built amid the remains of a dwarven city and Jhaamdathi naval port. Since that time Alaghon has been built and rebuilt many times, giving the buildings and streets many secret passages, tunnels, and catacombs that hide some truly ancient evils (and some more recently arrived evils of no less power)..




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, Alaghôn 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 Alaghôn. 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 overlapping
workmanship are popular places for children to
play. Sometimes, the children run into monsters—never
again to run through the city streets of Alaghôn. When
a child is missing, adventuring companies are sent to investigate.
However, more often than not, they play happily
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 sector
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 allowed
a lich queen from Unther to reside below the
palace. When Anaglathos died during the revolution,
the lich queen (Nin-Lliaruk, former godking of Unther) continued to live quietly below the city.
She cast a spell on the child when she found him wandering
around her domain, sending him back to the surface
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
Alaghôn is divided up into city districts. The Military
District is north of the city and includes the naval shipyards
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
Alaghôn farther west.
Adventurers seeking employment to investigate lost
ruins and ancient cities are normally referred to Chondath
“or one of those other cities within the Vilhon,” by
the harbormaster of Alaghôn. There is a common belief
in Alaghôn (and Turmish) that the monsters are elsewhere,
which is not always the case.
Like elsewhere in Turmish, mercenary companies perform
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. Occasionally they run into a powerful monster they can’t
overcome, but more often than not they chase off whatever
it is they come across.
A strong elf presence exists in Alaghôn, as many of
them have decided, for one reason or another, not to follow
the rest on the Retreat. There is not a segregated
population of elves within the city, however, for they
live comfortably around humans.
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 warnings
as well.
Two days after the death of the druid, a message was
posted by the Enclave. It warned that the village of Ironcloak
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 fortune
was swept back into a river, awaiting discovery by
those brave enough to venture into the druids’ element
to recover it.
Morningstar Hollows
Morningstar Hollows was once a small village of farmers
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 continued
for many years, creating a bog in the former
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.
Lizard men (35): AC 5; MV 6; HD 2+1; hp 12
each; THAC0 19; #AT 3; Dmg 1-2/1-2/1d6
(claw/claw/bite); SZ M (7’ tall); ML elite (14);
Int low (6); AL N; XP 65.
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,” independent
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 confrontations
on the streets of the Cloak. These battles between
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 magical
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 Ravilar
’s Cloak, “seeking dropped coppers.” Locals firmly believe
that the helm can pick up small, unattended
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 flying
around the house.
As long as the mines northwest of the city continue to
thrive, the city of Ravilar’s Cloak will continue to prosper.
Despite the lawlessness and violence, the promise of
gold continues to draw treasure-seekers from all around
the Vilhon.
This city is the second-largest within Turmish, composed
of dwarves, elves, and half-elves living together in
harmony. Its economy is based upon woodcutting and
Gildenglade is ruled by the elves of the community,
who handle all of the 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 of the city concentrates on
mining the unusually pure veins of gold that honeycomb
the earth below Gildenglade. The half-elves primarily
serve as the physical labor for the lumbering efforts,
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-
Crimson Death (1): AC 0 (4 after feeding); MV
Fl 12 (Fl 6 after feeding); HD 13; hp 83; THAC0
7; #AT 1; Dmg 3d10; SA magical weapon needed
to hit; SD can levitate materials around it, carrying
weight equivalent to a human; SW: easier to attack
after feeding; MR 95%; SZ M (6’ tall); ML champion
(16); XP 9,000.
Note: SA—Before feeding, the creature is immaterial, requiring
+2 weapons in order to hit it. After feeding, it can be struck
by any magical weapon for six turns and its AC becomes 4.
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 constructions
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 vanished
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 extremely
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 Alaghôn, more than 200 years
ago. The same legend speaks of fabulous wealth in the
form of statuary from the wars of Unther and Mulhorand,
gold, silver, and gems.
Although the mansion itself is gone, consumed in eiing
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 investigate
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.
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 descend
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 creature
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 adventuring
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 adventurers
is the Sylvan Geyser. It has been a local attraction
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 reason
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 results.
A wizard who cast wraithform in an effort to explore
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.
The smell of manure mixes with that of slaughterhouses
and tanneries to provide an unforgettable odiferous experience
for visitors to this small town. Still, like other
places within the Vilhon, the lure of gold draws the curious
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 disappeared.
His house was ransacked after his presumed
death, and directions were found to a place called “Nonthal
’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 Faerûn 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 Nonthal
’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 different
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
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 Faerûn.
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. Ilighôn, home of the Emerald Enclave. Note that
since wizard magic doesn’t work here, the pathwalker
appears three miles above the surface,
plummeting earthward at an alarming rate of
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 normally
entertainment every week just in pathwatching!
Nonthal is comprised primarily of humans, half-elves,
and gnomes—and the gnomes especially take great delight
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.
Jathrin’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 execution
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
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 undead
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 (as the spell), inflicting only 1d4 points of damage but causing
a permanent 1-point loss of Strength unless a successful
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
After the destruction of Talos’s temple, a thief managed
to find Aragath’s diary. He sold it to the Uluuthin
family, who spread words about Aragath’s plans to become
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 secret
compartments that hold Aragath’s wealth. Each
golem holds:
l gems worth 25,000 gold pieces
l 9 magical rings (DM’s choice)
l 5,000 gold coins
l a scroll of 7 clerical spells
l 5,000 platinum coins
l a wand of wonder (20 charges)
l a scarab of death
Aragath can only be killed if a band of adventurers goes
into the complex and destroys his bones. Once they’ve
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, haunting
the spot of his death and guarding the treasure he hid
before he was executed. Jathrin cares not a whit for “justice
” 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. Instead,
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 inflicts
by his sight is sufficient punishment until a future
opportunity lets him finish the job he started.
Jathrin, ghost (1): AC 0 (8 if attacking), MV 9,
HD 10, hp 62, THAC0 11, #AT 1, Dmg age 10-40
winters, SA magic jar, SD spellcasters must be
ethereal to cast spells at Jathrin, silver or magical
weapons needed to hit (but only possible when he
becomes corporeal and attacks); SW can be
turned; SZ M (5’6” tall), ML n/a, Int high; AL LE,
XP 7,000.
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 “Correlon
’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 primarily
as a stopping point along the Halondar, the road
that connects Hlondeth to the south and Alaghôn to
the north. It is populated primarily by craftsmen and

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
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, especially
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 Turmish
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 infrequent
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 volcano,
the Tattered Cloth Legion has once again grown
to the point where it could pose a problem to the surrounding
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 decimated
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 between
the kingdom of Turmish and the many small
towns that have grown up along the shores of the Vilhon.
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 Alaghôn 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 spellcasting
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
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 continues
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 reports
surfacing that another mine has been opened in
the Aphrunn, but no significant amount of gold is flowing
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 locations
of various shipwrecks. (Serving as a guide pays
much better than fishing anyway.)
Nleeth and Amah still serve as training centers for visiting
armies, although the bloodshed is not nearly as pronounced
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.

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