Turmish

Turmish was a republic with the capital of Alaghôn, and was located in the north of the Vilhon Reach. In the 14 century, Turmish was a densely populated nation, with bustling cities that were home to many mercenary companies and mercantile organizations that traded across all of Faerûn. Despite the fame of its mercenary companies, the country itself was peaceful, prosperous, and civilized. Turmish had a good reputation,with its warriors, and merchants especially, being respected and well-liked. It's welcoming people, peaceful nature, fertile countryside, and focus on commerce over warfare earned it the nickname of the "heartland of the Reach." While Turmish suffered many hardships in the Wailing Years, it had recovered admirably following the Second Sundering and the ending of the The Great Rain.

Geography
"Turmish? Make sure ye take a map -- or a hire a guide ye can trust... or ten 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

The country was shaped like an arrowhead, with the Orsraun Mountains on one side, the Aphrunn Mountains on another, and the Sea of Fallen Stars on the third. The Aphrunn Mountains ranged on Turmish's southeastern border and served as a barrier of stone between the kingdom and the towns along the northern shore of the Vilhon Reach. One mountain pass -- Lilit Pass -- crossed through these mountains and allowed direct access to Vilhon.

Running through the center of Turmish was an ancient road called the Halondar, built in the. This road connected Alaghôn, the capital of Turmish, to Hlondeth, the city of snakes.

Turmish was a beautiful country, full of gardens, orchards, well-tended farmland, and vineyards.

There was an absence of large rivers in Turmish.

Climate
The weather of the Turmish was similar to that Reach, namely sub-tropical and humid. While temperatures could get low during the winter months, it rarely snowed.

Government
During the late 14 century the republic of Turmish was governed by the Assembly of Stars, who in turn would appoint a Lord of Turmish. As of the, the position was filled by Lord Herengar. While all citizens were free to vote, by the late 15 century, in practice the country was ruled by wealthy merchants, under the watchful eye of the druids of the Church of Silvanus and the Emerald Enclave.

Despite the central rule of the Assembly of Stars, as of the Turmish was somewhat politically fragmented. The other cities of Turmish were free to govern themselves however they liked, so long as they paid their share of taxes to Alaghôn. While cities are nominally expected to follow the laws of the Assembly, in practice they are left alone, with the Assembly focusing on national concerns.

Legal System
The law of Turmish was based on the Code of Enlil, which was once used by the ancient empire of Chessenta. According to the letter of these laws, both piracy and smuggling were severe crimes. However, the enforcement of the law was lax and punishment was unlikely. Furthermore, there were no extensive customs patrols in Turmish, allowing smugglers to operate widely.

Foreign Relations
Turmish had a strong commercial partnership and alliance with the city-state of Hlondeth.

Trade
Turmish was famous for its merchants. They were known to be fair-dealing, close-mouthed, and well-armed.

Major sea routes came down from the Dragon Coast and Sembia, coming nearby the coast of Turmish to either proceed onwards to the Alamber Sea or turn more sharply to enter the Vilhon Reach. The strategic location of Turmish gave it the saying "Turmish is the gateguard of the Vilhon."

Turmish was unique in the Vilhon Reach for outlawing the slave trade. Whenever Turmish won the Southsand Games it freed the slaves it won.

Mercenaries and Warriors
"The hordes of Turmish are as numerous as the waves upon the inner sea."

- Common saying in Starmantle

Turmish was famous for its mercenaries. Turmishan sellswords were so common throughout Faerûn that many people believed that Turmish must be overpopulated, or a place people wanted to escape from. The real reason for their ubiquity was that Turmishans were good soldiers and enjoyed adventure and travel in foreign lands. Turmishan warriors were known to be honorable, impartial, articulate, and battle-skilled. Intelligent and charismatic warriors, Turmishans tended to be conspicuous and to stand out in a crowd.

Turmishan warriors were known to wear beautiful, ornate, and intricately crafted armor. This armor blended both human and elven styles, customized with spires, embossing, and fluted curves on the joints and shoulder plates. , and often had a pointed helm. All Turmishan warriors, regardless of their means or rank, kept their armor in pristine condition and adorned with embellishments. Armor was a status symbol in Turmish, and expensive gold inlays or gem adornments were not uncommon. Armor was valued as much as one's beard.

Turmishan warriors tended to be tall, graceful, and handsome. They were carefully groomed and often wore colognes and pleasant fragrances to cover up the smells of travel, fighting, and general soldiering. Despite their pleasing appearance and ornate armor, Turmishan warriors, like their countrymen generally, were unconcerned with fashion. They were particularly amused by those who wore clothing inappropriate for the situation -- such as wearing silk finery while in the sewers, or bright clothing when trying to be stealthy.

Adventurers
Turmish was a country known for producing heroes able to succeed against long odds.

Wizards
Turmishan wizards wore green-and-black light cloth robes tied with intricately woven sashes. They also commonly wore gold jewelry, especially earrings and chokers. Wizards and other educated folk were respected and admired in Turmish. Turmish wizards did their best to earn this respect and admiration from their countrymen, maintaining high ethical and moral standards and tending to be of good alignment. Turmishan wizards also gave much advice and their free time to their country. Turmishan wizards, like Turmish merchants, were famous throughout the Vilhon Reach for being fair and honest. Turmishan wizards were wise and noble, and used their intelligence and skills to collect information to protect their friends and allies. Turmish wizards tended to be diviners and excelled in the use of scrying magical items, such as a crystal ball. The peaceful nature of Turmishan wizards meant they were even worse at close combat than other wizards.

Culture
The people of Turmish had a rich history and developed culture, with many influences from neighboring countries, peoples, and religions. Turmishan culture had strong early influences from ancient Jhaamdath, the nomadic tribes of the Shining Plains, Chondath, and Unther. Later in the history of Turmish, the Church of Silvanus and the Emerald Enclave played an important role in the development of Turmish culture, especially its veneration and respect for nature.

Turmishans were friendly and readily aided their countrymen, even strangers.

Burying Valuables
Since the Turmishans are known for respecting their land, they often buried valuables, partly as gifts to Chauntea and partly as "seeds" to grow future wealth. It was frowned upon to be found digging in Turmish.

Classless Society
The people of Turmish were generally unconcerned with wealth or status, instead judging an individual's character based on their individual merits. Accordingly, Turmishans rejected any sense of social classes and special privileges. Fashions were not followed in Turmish, save for in the capital city of Alaghôn, which was more beholden to cultures across the wider Sea of Fallen Stars. As Turmish was a republic, the citizens often took pride in their pragmatism, their lack of elaborate ceremony, and general absence of aristocratic pretensions. They could be a serious and business-minded people unconcerned with the luxuries of social niceties.

Square-Cut Beards
"The measure of a man's worth can be seen in the cut of his beard."

- Old Turmishan saying

Male Turmishan merchants customarily wore long, square, neatly trimmed beards. The phrase 'square as a Turmishan's beard' was common throughout the Vilhon Reach and signified that a given deal was fair. Warriors of Turmish tended to be clean-shaven, so not to be mistaken as a merchant.

By the late 15 century, the Turmishan square-cut beard was not as ubiquitous as earlier. Traditionalists continued to wear the beard, but it was not uncommon for men to go clean-shaven.

Guest Dish
The people of Turmish customarily brought a guest dish when visiting another, a popular dish being an upturned skull full of snails.

Inheritance Practices
Turmishans in the countryside had unusual inheritance practices. It was common for farmers around the age of forty to leave their farms to their inheritors and leave to go pursue a life of a merchant or soldier. Some stayed near their farm and tended to a nearby wood, and others joined the farmland monasteries that were common across Turmish. These 'retirees' tended to be patient, calm, and confident in battle, with their bodies strong from a life of hard work but not broken by overwork. It is likely that the Turmishans reputations as brave warriors and fair-minded traders come from this unusual inheritance practice.

Archery
Archery was commonly practiced in Turmish, with many farmers being quite skilled with a longbow.

Religion
The favored gods of Turmish were Lliira, Silvanus, Talos, and Tyr.

While the people of Turmish worshipped many gods, Silvanus played an important role in their country, due to the influence of the Emerald Enclave.

Within Turmish were hidden monasteries dedicated to Selûne, Chauntea, and Loviatar hidden amongst the farmlands. These were not fortresses, but large gardens with open air altars and glades for worship. These monasteries tend to focus on fertility rites.

Festivals

 * Feast of the Moon:
 * Also known as the festival of lovers, this joyous celebration was celebrated throughout all of the Reach during Highsummer.


 * Reign of Misrule:
 * Beginning on Marpenoth 10, a tenday after Highharvestide, the citizens of Turmish would break their religious and mercantile vows by yelling and fighting with one another in the streets, so long as they didn't kill anyone or cause serious harm or destruction. Non-natives were prohibited from joining in these revelries.

History
Built on the ruins of ancient Jhaamdath, the beginnings of Turmish lay in the founding of Alaghôn in the. Yet it was not until the rise of Dempster Turmish to power in the and his subsequent expansions that the modern nation was formed.

Turmish has alternated between being ruled by merchant families, strong lords, wizard conclaves, and dragons. However, following the resignation of dragonslayer-made-king Corwin Freas in the and the establishment of the Assembly of Stars, Turmish has been governed as a republic.

The Spellplague and the ensuing Wailing Years hit Turmish hard, though they escaped the destruction that befell Chondath to the south in what became known as the Vilhon Wilds. The shrinking of the Sea of Fallen Stars harmed Turmish's trade, which was bitterly felt in a country so dependent on commerce. Constant raids from the vampires or Erlkazar made Turmishans wary of outsiders.

Following the Second Sundering and the concurrent Great Rains, many crops failed in Turmish and famine was widely felt. The Emerald Enclave and chosen of Lathander Stedd Whitehorn performed a great ritual that hastened the rains, bringing the inner sea to the level it was prior to the spellplague, and magically restored the farmlands and crops of the country.

Cities

 * Alaghôn: The ancient port city channeled nearly all the trade that Turmish had with the rest of Faerûn for centuries, before the waters of the Inner Sea receded. It was the most popular port on the southern fringes of the inner sea.
 * Gildenglade: Before it was destroyed, Turmish's second-largest city was a haven for non-human populations, home to many of the dwarves, half-elves and elves of the nation.
 * Ravilar's Cloak: A wild and rowdy mining town nestled in the foothills of the Orsraun Mountains.
 * Centaur Bridge
 * Nonthal
 * Jathrin's Jump
 * Xorhun: This community of elves and gnomes hearkened back to the communities of the ancient elven civilization.
 * Cliffs of Atin

Ruins

 * Ironcloak
 * Morningstar Hollows: A former farming village that had since been flooded into a bog and inhabited by lizardfolk.

Geography

 * Aphrunn Mountains
 * Mountains of the Alaoreum
 * Orsraun Mountains
 * The Orbrekh: A branch of the Orsrauns that was home to a family of giants, who protected the surrounding area.