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Topic Subject: Staff of the Emerald Enclave: Information and History
posted 08-05-11 07:21 PM EDT (US)   
Maps:
Map of Faerun
Map of Turmish

Suggested foods of the area surrounding Turmish

I suggest therefore that the food in Turmish and the surrounding area closely resembles Italian or Greek food, which is heavy on tomatoes, soft squashes (cucumber, zucchini), warm-climate mustards (broccoli, cauliflower, radish), grapes, olives, almonds, walnuts, and some carrot-family herbs (parsely, celery, and possibly carrots themselves). The forests of the area are composed mainly of oaks at low elevations and pines at higher elevations or in drier sites, with pine nuts providing an important supplement. The most important cereals are wheat and, possibly, maize (corn). This does mean that beer in Turmish is relatively unavailable because of the absence of barley, but the abundance of grapes makes for good wine country.

As I've said and implied in a number of places, the Menelgils live at a wide range of altitudes, and so have access to some plants that the lowlanders don't, including blueberries, and some high-altitude mustards, peaches, and nightshades. If Tillerin doesn't import his potatoes from somewhere on the north shore of the Sea of Fallen Stars, then he probably trades them from the Menelgils (and they probably aren't exactly potatoes, but rather another nightshade that produces an edible tuber like a sweet potato or some such - there are many potato-like vegetables that never left South America). They may also have something of a monopoly on certain kinds of pine nuts, and, if there are dry areas of the mountains, juniper "berries".

The Half-Elves called 'Evergreens'
History tells of a clan of Half-Elves known as the 'Evergreens' on the northern edge of the Wetwoods around year 1.It is said they were known for guiding and protecting travelers,caravans and nobles who wished to travel through the gorge as a short cut from the Shinning Plains in the west to the Gulthmere Forest to the east and north as far as the Sea of Fallen Stars.Little is known about them,and what has been written about them or found in history books is sketchy and vague.Documents state that they were highly skilled and experienced fighters and rangers and were masters with their weapons.No one knows where they came from or how or why they came to establish a homestead on the western side of the Orsraun Mts.The exact place of their village was unknown as well,as it was shrouded in mystery with stories saying the village was always mysteriously moving within the Wetwoods itself and never could be found.

For many hundreds of years The Evergreens did quite well for themselves so the story goes.They were successful in protecting everyone who sought them out as guides through the dangerous gorge.On top of the profit gained as guides,it is said the Evergreens started a banking system of their own which netted them even more income.For a fee,the travelers would hand over their money to the Evergreens at a station at one end of the gorge, and would receive a "bank note" indicating the amount.Upon reaching the other end of the gorge safely,they would turn in the "Bank note" at another station and receive,in coin,the amount the note indicated.Travelers took advantage of this deeming it the best way to keep their coins safe from bandits and raiders while going through the gorge if attacked.The Half-elves were highly protective and secretive about these transactions however and would make the exchanges along the trail(never in a town) in differing places set up ahead of time,the places always being highly guarded and protected.Where they kept their liquidable funds has never been found.

Some stories say there was a secret elite force called "The Guardians of Orsraun" within the Evergreen clan itself.Those who were chosen were bound to secrecy and had to vow loyalty to the sect.Death awaited anyone who broke from the force.It is said that members of this force were given special,highly valuable magical item upon being accepted into the force.Individuals were given special tasks to perform or quest to complete when the need arose.Upon completion of these undertakings a higher rank was attained and another magical item granted.

Along with safely guiding travelers through the gorge,The elite force kept the goblinoids and orcs in check by making raids on their homes and thinning their numbers,thereby making it safer to travel the gorge.This,being a wise thing to be doing,ultimately was their downfall.With fewer humanoids in the gorge,larger more powerful monsters started infiltrating the gorge.The elite force numbers were few and the large monsters became too many for them to keep in check.Eventually,some travelers were lost and presumed killed(rightfully so)along with members of the force and word got out that the Evergreens were failing to guide travelers through the gorge safely.Soon travelers,nobles and caravans became suspicious of the Evergreens thinking that they had gotten greedy and were behind some of the disappearings in the gorge.They stopped using the gorge fearing they would become the next victims of it and the Evergreen clan.Monsters soon overran the gorge,the elite force of the Evergreens were dwindling and heard of less and less and eventually vanished altogether.No one knows what really happened to them or their magical items.The Evergreen clan themselves suffered from the scandalous tales and became less sociable and eventually seemed to just fade away.Some believe they went deep into the Wetwoods while others believe they migrated to Aglarond and went into the forest known as Yuirwood.Since no valid proof of some of the stories can be found, the Evergreens and their elite force are considered to be just another group in the area who fought for good and right,who made a living for themselves by being guides and protectors of travelers going through the gorge.

The members of the Evergreens elite force dedicate themselves to one type of weapon and combat style and would strive to master it.They were proud of their status among the tribe and the small initials "Go" could be found on their special magical items.These pieces were actually sets of magical items,usually 3 in number,and would always have the same magical colored trim identifying the individual set color.When the pieces were worn together they granted coveted magical abilities.Only members themselves know the fact about the magical item's color and that they came in sets of 3.However,the elite force shared this information with very few other 'orders' that the they held in high regard for their expertise and dedication to their own combat style.One order was called the "Order of the bow", and another group was those who called themselves "Zen Archers".The mages who created these items for the elite force would make the sets specifically for the individual with his or her combat style and abilities in mind to increase and enhance their strengths,and lessen their weaknesses,and when an individual would have all 3 pieces the power of the magic was at it's fullest.Seraph was skeptical of the validity of these facts.



Emerald Enclave
Based on the island of Ilighon off the Vilhon Reach, the Emerald Enclave is an organisation of druids and other people who protect the natural resources of the Vilhon Reach and nearby lands. The members of the Enclave, known as the Caretakers, eschew good and evil to focus on the needs of the natural world and resist the encroachment of mankind. Founded in the Year of the Thoughtful Man (374 DR), the actions of the Enclave have influenced the lives of the high and the low.
The Enclave is organised into a hierarchy of circles, each with a different responsibility.
The three members of the Elder Circle are the Chosen of Eldath, Mielikki, and Silvanus.
The group accepts new members as long as they do not serve good or evil, are not members of another organization (except the churches of the aforementioned deities), are innocent of any crimes against nature, and have performed a significant act that benefits nature in the Vilhon Reach.
The tenets of the Caretakers are sixfold: preserve nature in all its forms, control human expansion, recognize that nature encompasses more than just forests, agree that magic should not be used for
mass destruction, warn against the use of magic on a grand scale for fear of unexpected side effects, and present a united front to the outside world. Most members worship Eldath, Mielikki, or Silvanus, and all wear some sort of green symbol. They travel often, searching for threats to the natural resources in the Reach and potential allies in other lands.
While the Emerald Enclave's primary goal is to preserve nature, its members are not direct opponents of progress. They prefer to work with civilized folk to promote the health of the natural world rather than using acts of violence to deter it. The druids have been known to allow woodcutters to work in areas of forests that need culling, although they still oppose indiscriminate logging.
Recently the Enclave has started splinter cells in other areas that they believe may become threatened, such as the High Forest, Cormanthor, the Wealdath, and the forests of the Great Dale. These cells are small, often consisting of only one or two people, but they keep a close eye on organizations dangerous to their aims, such as the church of Tales or the People of the Black Blood



Turmish
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
Alignments: 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.

LIFE AND SOCIETY of Turmish
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 visiting 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 perennial
favorite.

REGIONAL HISTORY of Turmish
The origins of Turmish go back to the founding of Alaghon in -37 DR. Alaghon eventually became the capital of a powerful confederation 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 encompasses 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 150 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 Freas slew Anaglathos and liberated Turmish in 1247 DR. Uncomfortable with ruling, Corwin abdicated the following 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 secure, Turmish worries about Chondath's rising power, but it has not offered Sespech assistance for fear of provoking Chondath.

MAJOR GEOGRAPHICAL 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 Gulthmere Forest. Treefall 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 community dwelling in the heart of the volcano. The Alaoreum also holds Ironfang Deep, a great dwarven delving that produces highquality 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 Kolimnis, also called Eversmoke for its volcanic activity. Over a decade ago, the mountain threatened to destroy the city of Gildengladc, 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, orcs, goblinoids, and red dragons. It is a wild place, untouched by the civilized lands of Turmish.

---Cloven Mountains: These mountains rise from the southern shore of the Deepwash. They earned their name from the broad gap where the Wintercloak River flows out of the Deepwash. Several tribes of goblinoids inhabit the wild and desolate range, but they spend most of their time fighting each other. A great catlike beast stalks the
Cloven's peaks and highest valleys, preying on unwary goblinoids and the occasional hunter foolish enough to come seeking it.

---Deepwash: This freshwater lake is the largest in the Vilhon. Tributaries from the Cloven and Deepwing mountains fill it with clear, cold water. The Wintercloak River is its main outlet. The lake teems with fish and also harbors a massive dragon turtle that lairs near Surkh.

---Shining Plains: This vast, dry grassland gets its name from the shimmering heat waves that rise from it most of the year. It holds the human cities of Assam, Lheshayl, and Ormath. It is also home
to many tribes of centaurs and wemics, of which the Tenpaw wemic tribe is the best known. The territory's total population is roughly 423,000 inhabitants.
Wetwoods: This extensive bog is often sheathed in mist and occasionally hosts bandits who harass the trade routes leading north from Assam. The mist also hides small villages of lizardfolk, halflings, and other humanoids, none of which wish to become involved in the affairs of the Vilhon.

---Eyes of Silvanus: This pair of islands guards the entry to the Vilhon Reach. The western island, Ilighon, is home to the Emerald Enclave organization. The eastern island, Wavecrest, is an uninhabited jungle teeming with wild animals and monsters.
The islands play havoc with ship's compasses, forcing navigation by lead line and by eye. This magnetic anomaly appears to be entirely natural. Dangerous reefs surround both islands, The only safe passage between the islands is at the Strait of Silvanus, which passes between Ixinos and Wavecrest to the east and Ilighon to the west.

---Gulthmere Forest: This wide, tangled forest divides the Dragon Coast from the Vilhon Reach. It is a sprawl of rising uplands dotted with cedars and pines, eventually giving way to the Orsraun Mountains to the south. Gulthmere is noted for rich loads of mineral-bearing rock, particularly topazes and rubies, throughout its length.
Prospectors and dwarven miners roam the wooded hills and challenge the native monsters and tribesfolk for the riches within. The lion-god Nobanion ceaselessly roams the wood to protect it,
All the tribes of Gulthmere venerate Nobanion and call on the deity to halt invasions by greedy northerners.

--Cedarspoke-- (Small City, 6,080): This quiet, independent city lies in the heart of the Gulthmere Forest and is more often associated with the Vilhon Reach than the Dragon Coast. The Cedar River
flows through the city and splits it in two. The city's inhabitants arc druids or people seeking a simple, natural life. The druids of Cedarspoke are not part of the Emerald Enclave (see the Vilhon Reach below and Chapter 7: Organizations for more information), but they seldom oppose the Enclave's activities. The city's most notable landmark is Earthome College, a seat of druidic learning, and a repository for perhaps the best collection of historical documents relating to
the Vilhon Reach. Zalaznar Crinios (N male human Drd17 of Silvanus) is the undisputed ruler of Cedarspoke, but he is an evenhanded and popular tyrant.

IMPORTANT Cities
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 Turmish is built of stone. A great fire in 352 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 maintain 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 handle 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 portals to distant locales.

These cities in the southwestern areas of Turmish are presently independent, though that status is subject to change.

--Assam-- (Small City, 6,513): Assam is the northernmost city on the Shining Plains, yet still several leagues south of the plains' northern edge. It lies on the south hank of the Wet River, where the road from Ormath crosses over a wide ford. It is an open city in more ways than one: Assam has no walls, and it is ruled jointly by the city-states of Lheshayl and Ormath. Assam is a merchant's
town, dedicated to trade. Caravans, wagons, and herds of animals encircle the city like a waiting army.
Delegates from Lheshayl and Ormath make up the ruling council. The current mayor is Honlinar Tempest (LN male human Ftr7), a master politician who keeps things running smoothly. Honlinar
serves at the pleasure of Lheshayl and Ormath, and he keeps his masters happy by dealing swiftly with any business interruptions.

--Hlondeth-- (Metropolis, 45,360; total territory population 453,600): An independent wallcd city-state that commands the main road (the Holondar) west out of Turmish, Hlondeth also serves as a port conveniently located directly across from Arrabar, Chondath's capital. Hlondeth is a stunning, ancient metropolis whose architecture is dominated by serpent designs and shiny green marble brought out of the Orsraun Mountains. This beautiful stone is the city's most famous product, sold both carved into statues and in uncut blocks.
Hlondeth has been known as the City of Serpents since 527 DR. The city had been all but overrun by kobolds from the Orsraun Mountains, After a tenday, the defenders of Hlondeth faltered, and
all seemed lost until a noble of the city, Shevron Extaminos, emerged from his walled residence at the head of a vast mass of snakes. Shevron's counterattack broke the siege and sent the kobolds
fleeing. Shevron was killed in the fighting and given a hero's burial.
The Extaminos family has ruled Hlondeth ever since. Even mixing yuan-ti blood into the line did not shake the family's power.
Hlondeth is currently ruled by a yuan-ti halfblood, Dediana Extaminos (LE. female halfblood yuan-ti Sor10). Dediana has a snake's tail and no legs.
Dediana apparently rules with a light hand, for the city remains profitable and has good relationships with both Chondath and Turmish, though Hlondeth jealously guards its independence.

--Lheshayl-- (Small City, 7,165): This westernmost city of the Shining Plains produces more and finer horses than Ormath and Assam put together. Lheshayl is ruled by Chief Entawanata (CN male
human Ftr5), the latest of a long line of chiefs.

--Nimpeth-- (Large City, 12,375; total territory population 25,700): Nimpeth is best known for its wine (its vineyards are among the bestin Faerun), its mercenaries, and its slave trade. River traffic comingdown the Nagaflow stops at Nimpeth before venturing out into the Sea of Fallen Stars or moving on to other cities of the Vilhon.

--Ormath-- (Small City, 6,513): Of the three cities of the Shining Plains, Ormath is the one most likely to go to war over the slightest insult. The city keeps pace with the traffic on the Pikemen's Folly (the road leading west from Hlondeth) and controls the junction between the Pikemen's Folly and the road leading north. Ormath shares control of Assam with Lheshayl, and it would like nothing better than to have sole control. However, it is unlikely that Lheshayl would tolerate such a move.
The current ruler of Ormath is Lord Quwen (LN male human Ftr11), a mountain of a man and a true warrior at heart. He frequently leads patrols outside the city, keeping the roads clear of bandits. Lord Quwen has become concerned about reports of hostile lizardfolk in the Wetwoods.

--Surkh-- (Small City, 9,770): All the citizens of this city on the north shore of the Deepwash are lizardfolk. The lizardfolk keep to themselves, though they have cordial relations with the Emerald
Enclave, Nimpeth, and Lheshayl. They fish in the Deepwash and rarely venture into the nearby human territories. Nothing threatens them in their isolation, except for an ancient dragon turtle living in the depths of the lake. Many here regard death in the creature's jaws as an honor, though not one they actively seek.
In spite of Surkh's isolationism, people of the Vilhon fear it, for it is well known than any humanoid convicted of a serious crime here is put to death, then served up as food to King Griss'tok (CM
male lizardfolk Bbn9), who rules the city. He seldom receives visitors, for he speaks only Draconic. Gladiatorial combat is quite popular in Surkh, and gladiators willing to risk being eaten if they lose

The Vilhon Reach
Capital: None
Population: 5,505,840 (humans 95%, dwarves 2%, elves 1%, lizardfolk
1%)
Government: Various kingdoms and independent city-states
Religions: Eldath, Helm, Lliira, Malar, Nobanion, Silvanus, Talos,
Tempus, Tyr
Imports: Metal
Exports: Fish, horses, slaves, stone, wine
Alignments: N, LN, LG

This region shares its name with the body of water called the Vilhon Reach, a long southern arm of the Sea of Fallen Stars. The region encompasses much of the southern shore of the Sea of Fallen Stars, from the mouth of the Reach west and north to the mouth of the Wet River, and south to the Golden Plains. It is a fertile, rich land divided up into quarreling city-states and petty nations. For all its unrest, the Vilhon remains vital to the whole of Faerun: It forms the trade link between the Lake of Steam, the Shaar, and the rest of the world through its ports on the Sea of Fallen Stars.
With the subtropical and humid weather of the Vilhon Reach, winter temperatures rarely reach the freezing point, snowfalls are rare, and heavy winter rains are common. Spring arrives early, and
summer comes hard on its heels with scorching temperatures and oppressive humidity. Autumn brings cooler weather and lower humidity, but an autumn day in the Vilhon can be as warm as high
summer in more northerly regions.
The three important nations of the Reach are Chondath, Sespech, and Turmish. In addition, a large number of independent city-states and minor local authorities occupy the region.

LIFE AND SOCIETY of Vilhon Reach
Most sages recognize the Vilhon Reach as the cradle from which waves of humans spread forth to conquer and inhabit Faerun. Something of this adventuresome spirit is still present in the Reach; many of the locals leave their homeland to seek their fortunes as mercenaries.
The folk of the Vilhon Reach tend to welcome visitors as bearers of news or potential trading partners.
Spellcasters are well advised to keep a low profile in the Reach, where mages have a reputation for capricious use of power. The folk of the Reach have no patience for displays of flashy magic, nor any tolerance for those who use their spells carelessly.
For such a civilized and sophisticated populace, the folk of the Vilhon Reach show a remarkable respect for nature. This is partly due to the history of the area, which is marked by plagues and volcanic eruptions, and partially due to the influence of the Emerald Enclave. This druidic organization, founded in 374 DR and headquartered on the island of Ilighon at the mouth of the Vilhon Reach, strives to hold human civilized development to a pace that nature can endure.

REGIONAL HISTORY
The earliest recorded settlement in the Vilhon was the city of Alaghon, now the capital of Turmish. By -37 DR, Alaghon was a thriving port. The success of Alaghon marked the rise of trade and
wealth throughout the Vilhon, which gave rise to a collection of warring city-states, each striving to command as much trade and territory as possible.
Waves of settlers from the Vilhon founded the modern nation of Sembia and reclaimed the Vast after the fall of the dwarven kingdom there. Trade rivalries and expansionism within the Vilhon also
brought about numerous wars as the powerful states of Chondath and Turmish struggled against each other and against the smaller city-states that popped up around them. Shifting alliances and
internecine conflicts kept the two giants locked in a stalemate. Independent cities of the Vilhon fell under the control of Turmish or Chondath, but they often managed to break free with time.
The Vilhon has suffered numerous outbreaks of plague through the centuries, thanks to its warm climate, active trade, and crowded cities. Misused magic has started plagues as well. The first great
plague swept the region in 75 DR, the Year of the Clinging Death.
Half the human population of the Vilhon died as the disease ravagedthe cities. An even more infamous plague struck in 902 DR, whenthe then-powerful nation of Chondath was in its fifth year of civil war. Wizards in the cities of Arrabar and Hlath, seeking to end the war, loosed ancient necromantic magic that slew two-thirds of the population of the Nun River valley and sent a wave of panic throughout the Vilhon. The Rotting War reinforced a loathing for wizards throughout the Vilhon and gave rise to the independence of Sespech, until then part of Chondath.
The Vilhon today is a land of commerce and intrigue. The independent city-states keep a wary eye on their larger, more powerful neighbors; the large countries keep a wary eye on each other; and
everyone keeps a wary eye on the elves and on the Emerald Enclave.

People follow the light, blinded by just cause, but what has the light brought them? It has only caused me pain, while the darkness embraced me and kept me deep within its shadows away from my pursuers and made them suffer for their crimes against me
Into darkness, into night, amongst the shadows we shall fight!
-/X\( ++ ) /X\-L.E.D.- Hand of Malice-/X\( ++ ) /X\-

[This message has been edited by Accusync72 (edited 02-29-2012 @ 11:56 PM).]

Replies:
posted 08-15-11 09:06 PM EDT (US)     1 / 1  
Mr. (Turmish) President, here is the report that the Inernational Relations department has compiled for you on the Elven Menelgil clan living in the Guthmere Forest and Orsraun mountains south of Cedarspoke. May it inform you and the Senate as to the nature of this clan in how best to handle diplomatic or other political relations with them.


Clan Menelgil

History
The Menelgil ("sky-star") clan is an Elven tribal group that has lived in a state of independence and even cultural isolation from other Elven peoples for at least a thousand years.

The exact origins of the Menelgil clan are somewhat murky, although the Menelgils may be the descendants of the lost House of the Star that fought for Keltormir during the Crown Wars all of those ages ago. While that much is legend, in addition to the similarity of the name, some of the Menelgils' family hierarchy bears some resemblance to their putative Keltormirean ancestors. The Menelgil elders are highly secretive about the history and inner workings of their clan, and most of what they share with the outside world they share with their Druidic allies. However, a skeleton of their history has been made available in Cedarspoke for non-clan members and non-Druids to read:

Their own histories say that the clan began as a heretical Druidic sect that broke away from both the Elven kingdoms and the rest of the Druidic Order in order to pursue their appreciation for and kinship with nature using reason and curiosity rather than traditional Druidic mysticism, as well as a tribal view of the inherent nature of the various races' biological reasons for their behavior. Taking their name from their founder and leader, they gathered Elven followers from various places in Toril who believed that the Elves as a race could or should represent a people that actually could live respecting and with the respect of nature in all its forms. The sect became a nomadic group traversing Toril, preferring to abide for a time in areas where different habitats come together. In time, the members intermarried, and after a few generations, they began to refer to themselves as a clan, rather than a sect.

About two hundred years after the rise of the Emerald Enclave, the Menelgil council decided to move into proximity with another Druidic sect that shared some similar beliefs, but also decided to remain independent and familial as a clan. As such, they settled some distance from the Enclave's island capital, but close enough that partnerings between the clan and the Enclave would be possible. At first they settled inside of what is now Turmish, but they relocated in 142 due Dempster Turmish's militaristic expansion to the mixed terrain in western Chondath. In 900, anticipating the climax of the Rotting War, they moved again from Chondathan to the interior of the Guthmere Forest, where they spent four years in isolation from all other peoples. In 904, they settled in Cedarspoke, where they lived in their own district, until in 922 they moved up the Cedar River to the area where the forest meets the mountains, where the bulk of the Menelgil clan live today. In the wooded mountains above Cedarspoke, population increase was sufficient that in 1238 an expedition of the Menelgil sailed around the coast and up the Vilhon Reach and re-settled their old home in Chondath.


Appearance
Menelgils are usually blond and blue-eyed, although the tint of their hair and eye colors vary. They tend to be tall for elves, and otherwise have body shapes more resembling a slender human than most elves one would meet in Evermeet. They wear functional clothing, usually blue, green, or brown, that fits to their bodies, and when traveling they often wear similarly-fitting leather armor. Almost all of them show indications of honing their bodies for physical activity, although some are more fit than others. Men and women both wear their hair long, and women often wear ribbons in their hair. Both sexes wear jewelry often ornamented with stones, but although the craftsmanship for this jewelry is of the quality characteristic of Elven societies, the materials they use are mundane, using wood in place of metal and common rocks and minerals such as quartz, feldspar, and polished shale in place of gems. Their jewelry does seem to have a place in identifying their clan hierarchy, but they haven't shared the details of it with outsiders.


Demographics
The Menelgil clan is highly secretive about their population demographics as they are about their history, even though their council keeps tabs on it and dutifully accounts for every birth and death in the clan. Turmishan estimates based on known habitations and past interactions suggest that they number between two and five thousand in Guthmere and perhaps a hundred in Chondath, and a few dozen in Cedarspoke. However, since the Menelgils conceal some of their habitations from outsiders, their true number is likely to be toward the high end of this range, possibly exceeding it. According to reports of discussions with and between Menelgil clan members, their families are large by Elven standards - most clan members mention having siblings at least once, and a large fraction indicate that they have multiple siblings of different sexes. As of 1363, there are a total of thirty-seven living in Cedarspoke, and the average number of children per adult pair is two. Because many of these couples are young, however, this number is much lower than the average number of children per household over the lifetime of said household; Turmish scholars estimate that the lifetime number of children per Menelgil family is between three and six. Not much is known about Menelgil death rates, but few, if any, genuinely old Menelgils have been seen in Turmish. It could be that the old do not leave their homeland, or that most die young.

(For Ao's eyes only: However, the Menelgil council knows that there are a total of 4,121 living in the Guthmere forest as of 1363, and 37 in Cedarspoke. The 1238 expedition to Chondath was actually a reinforcing expedition to cover a secret 1116 expedition with the same purpose: the Menelgil population of Chondath is currently 618. A similar, younger (1286), but secret expedition has settled a village of 124 in the eastern Yuinwood in Aglarond, against the mountains that form the border with Thay.)


Government and society
The Menelgil are ruled by a Druidic council that contains representatives from each of the smaller clans or houses. These Druids have some authority in choosing the new members of their council, but reports also indicate that the populace also have a democratic means of changing their clan leadership. Valued characteristics for leadership include moral character, problem-solving ability, loyalty to clan and family, experience, and magical power. While their councils do consistently send the same representatives to other lands in diplomatic operations, they do not appear to have a single leader for their high council. However, word from clan members suggests that their council's meetings are not held in secret from the rest of the clan, including their non-Druids. Nonetheless, they respect the Druidic order and its underlying customs, such as the secrecy of the Druidic language.

Accounts seem to indicate that the Druidic council plays a major role in structuring all aspects of Menelgil life. Although clan members are free to live their lives as they choose and apparently enjoy some rights as citizens, the council still directs individuals toward their respective livelihoods, and most Menelgil marriages are arranged. This does not appear to be an obligatory relationship: the council makes recommendations to individuals, but individuals very rarely go against these recommendations. Supposedly, the reason for this is that the council closely observes the clan members and suggests professions and pairings that the affected individuals approve of anyway.

Very little is known about crime and punishment in the Menelgil clan. It does not appear to be a significant problem, based on interactions with clan members outside of their society.

Given their assumed small population size, a surprising number of Menelgil clan members become adventurers. Despite the usual free-lance nature of most adventurers, these men and women do not appear to be bored or outcast from society, but rather agents acting on behalf of their council putting down the types of threats that adventurers are most often hired to deal with. The wealth they acquire by doing this they take home to their clan, where it seems to be managed communally.

Outsiders becoming members of the Menelgil clan are fairly uncommon largely on account of most of the populace marrying within clan, but they do happen. Although the Menelgils do not appear to be ceremonious outside of their homeland, they do have a secret initiation ceremony for outsiders coming to join.


Religion, alignment, and social norms
Unlike most other Druidically ruled societies, the Menelgil clan chiefly worships the Elven pantheon, including the Druids themselves. Clan members of one sex most often worship an Elven deity of their own sex (e.g. Corellon for men, Sehanine for women, etc.). Despite that most of the Elven deities are chaotic good, Menelgil alignment seems to tend toward a more isolationist neutral good. While adventurers belonging to the clan are fairly common in Vilhon reaches, the clan's major political interaction with its neighbors is a practical neutral, although they make efforts not to deal with nations that rely on slave trading.

This said, Druids are not the only religious center in the Menelgil clan; among the adventurers who have been seen outside of their lands have been a fair number of clerics and, surprisingly, paladins, although these, too, tend to worship Elven gods. There is no indication of religious friction within their society, however; these paladins are just as respectful of nature as their Druidic companions, and it is likely that they belong to a specific order of wilderland-friendly paladins.

Very little appears to be taboo in Menelgil society, and sometimes glimpses of that are available to the outside world: for example, displaying sexual attraction to someone is not something they seem to consider private, and while marriage appears to be a strong emotional and social bond, sexual exclusivity does not appear to be part of their customs. Abroad, they are very pragmatic in adopting local customs and practices, however, and they do not seem to have any dietary restrictions or similar concerns. In general, an aggressive, adventurous, and loyal attitude is what their culture seems to emphasize within their group. They have never shown any predilection for ceremony outside of their homelands: they make no efforts to recover or bury their dead or the dead of any other when either adventuring or at war, except cremation as a preventive measure against necromancers, and collection of hair or similar body parts probably for resurrection or reincarnation. However, they have no objections when other peoples attempt to bury their dead.


Economics
Most Menelgil are farmers, although they cultivate a wide variety of plants, most of which grow native to the region in which they live. They export dried fruit, nuts, animal skins, wooden and stone crafts, and sometimes magic items, most often of civilian varieties (e.g. a bricklayer's hammer that conveys an enhanced level of skill in bricklaying). They import metals (especially silver), grain, alchemical products and ingredients, gemstones (again likely used for magic), as well as treasures collected by the clan's adventurers. Their economic system appears to be communist or very close to it, although individuals are encouraged to ply their own trades for improved status if nothing else.

They use magic items that they acquire from elsewhere, but also show significant capacity to manufacture their own, especially armor. They do not sell military items that they make, although they do sell those they acquire via adventuring. Some members of the clan, especially in Cedarspoke, have opened businesses in a capitalist fashion, although in addition to local taxes these businesses pay taxes to their homeland and are also subsidized if in danger of failing. It is believed that the Clan controls considerable wealth, but is loath to use it (or uses it mainly for magic).


Magic
Menelgil Druids are apparently fond of spell research, moreso than most other divine spellcasters, and there are wizards in the clan as well. It is apparent that they have a communal library of spells that they have developed, and they are always on the lookout for acquiring new magical knowledge, sometimes probing secrets that have driven other mages insane (rumor has it that they have unlocked some aboleth magic, for example). The Druids share their spell research with the Druidic College in Cedarspoke, as well as take any spell research they find in the College and bring it home with them to the mountains.

One possible connection between the Menelgil clan and ancient Elven kingdoms is that their council does have something that may be a form of Elven High Magic: when at war, they are able to cast spells that affect entire military units rather than individual soldiers, and just as healing to an individual restores lost tissue due to injury, healing a military unit revives, possibly resurrects, fallen warriors belonging to said unit. It is also likely that they have other powers that ensure that they always have ample food - starvation has never seemed to be a problem for these people.


Military strength and tactics
With their high proportion of adventurers, communally-owned economic structure for distributing adventurers' wealth, and the usual tribal attention to self-sufficiency, it is far more capable militarily than its size would indicate. The average Menelgil warrior has a proficiency level more comparable to Turmish elite troops or young professional adventurers than common soldiers or militia, and it is likely that a very high proportion of the clan can fight. Menelgil warbands contain equal numbers of men and women also. Moreover, they are frequently supported by Druidic magic, using summoned beasts or elementals as scouts, shock troops, and enhancing spells and weather spells to shape the battlefield to their advantage. With there being a good chance that they can resurrect fallen warriors and be willing to do so far more often than most other peoples, they are also less vulnerable to the attrition tactics that otherwise work very well against elves.

However despite these advantages, tactically, Menelgil warriors prefer stealth, ambush, and trap-laying when fighting against larger armies, potentially reflecting the fact that while capable they are still few in number and could be overwhelmed by superior force. They frequently use magic, sabotage, or both in order to set up these traps, which usually rely on the terrain in some way, using the land itself as a weapon. In the few cases known in which the Menelgil have fought against other peoples in recent years, they have made attacks against goblinoids and sometimes greedy humans using landslides, floods, and collapsing bridges (especially while the army was crossing said bridge). The spells they use for this sort of thing are Stone Shape and the like to set up rockfalls, build breakable dams, etc. - the traps themselves are usually nonmagical. Their Druid troubleshooter, a woman by the name of Galadarien, is particularly known for this, having almost singlehandedly stopped a goblin invasion at one point using these tactics.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 08-16-2011 @ 01:19 AM).]

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