Turnam is a town on the east coast of Melarna, and at the northern end of Kelevantia. It has been at various times an independent city-state, a pirate refuge, a member of a mercantile union, and a part of both Ossavia and Kelevantia. Turnam lies at the mouth of the Turnami river. Town watches are common, particularly since the town was liberated from Ossavia. Any person wearing weapons openly will be questioned by the watch, as will any persons who appear to be mages. The watch will discreetly observe such individuals, prepared to deal with any trouble they might create.

History

People

Turnam has a population around 27000, mostly humans.

Rulership

Thenton Cargyde (hm F11, LG), a retired officer from the Kelevantian army, has been actying as provisional governor until a duke is named to govern the region. Cargyde has the full support of the local military and the crown. Popular rumors hint that King Antiem will elevate Cargyde into the nobility for his service.

Armed Forces

Sections of Town

Sites around Turnam

Churches

Devil-Temple of Asmodeus: Led by a P9, this temple is the only visible temple of evil alignment which remained unchanged after Turnam fell into Kelevantian hands. The temple is guarded by fanatical temple guardsmen.

Temple of Athena: a small temple, manned by a P6. It is largely frequented by the Kelevantian army that is in or near town

Temple of Hermes: Run by Opsitheus, a P8. He was sent to Turnam shortly after the city fell into Kelevantian hands with orders to promote the Greek pantheon. He started with the temple to Hermes; other temples have lagged somewhat. Opsitheus is a skilled negotiator, and has gained quite a congregation within the town.

Shrine of Morkethel: Built below the ruins of another temple, the Shrine of Morkethel supports the local assassins' guild. Its underground tunnels also interface with a near-surface drow settlement, and one of the priestesses of Morkethel's cult is a Drow (Lisonza: DrF C/F Lvl 4/4).

Taverns & Inns:

Bloodwine Tavern: in thieves quarter. Hangout of several noted thieves. Serves very good wine. Has some rooms available, usually for long-term visitors. Run by Sensan Nistra, a F3 whose spirit has been broken by the war. He is a master with hand axes, and has 18/77 Str. He avoids connections with the assassin's guild, as he had many friends in the old thieves' guild.

Blue Oyster Inn: Ritzy Inn and Tavern in the Wharf area. Many naval officers frequent this establishment. Also a favorite for young thrill-seekers, as the area around can occasionally lead to excitement. Run by a M7.

Cabbage Patch: inexpensive inn near the farmer's market. Has a large stable. Plain.

Golden Road: A favored tavern of merchants.

Personalities

Fighters

Geldman: the Captain of the town guard (hm F8, LG). Geldman was an officer under Thenton Cargyde in the Kelevantian military. He, like Cargyde, saw Turnam as a good place to settle. Once the position became available, Geldman was selected as the Town captain. He oversees both the law enforcement and the protection within the town. Because of his background, relations between the town guard and the army are very good.

Mages

Vesudolin (hm Conj16): a reclusive mage with an unsavory reputation. Dwells in an apparently abandoned manor house between two abandoned dwellings. He has secretly killed all other residents in the area, due to both desire and paranoia. His dwelling, like the others, appears run-down, but is well-constructed. Local guards fear the buildings, and will not enter willingly. This is probably fortunate, for Vesudolin is a demonist.

Morlon (hm Ill 10): mage passively dealing with illusion research. Former ally of thieves' guild, but has no ties with any organization at this time. Few realize he is a mage.

Gordhayn the Blue: general alchemist who is fond of experimentation. Has a blue hand and forearm (the left) from a mishap in the lab

Priests

Gruldar: an orc shaman (level 4) of Ilneval, an exile of his tribe. Gruldar lost a power struggle to gain the religious superiority within his tribe. He has a small sect among the orcs and half-orcs in the thieves' quarter

Organizations

Thieves' Guilds

No central organized thieves' guilds exist in Turnam that are of significance. Several small gangs or groups operate in certain areas, but they are not unified, and frequently feud. The previous thieves' guild was rooted out when Kelevantia took over the city. There are only three thieves remaining out of the original guild, and they have separated. One of them, Rodden (Red) Ironhand (DM P/T of Vergadain, L5/6), frequents the Blue Oyster Inn. Rodden views the rise of the assassins' power as a danger.

There is a small guild of assassins active in Turnam, which is allied with the Black Dagger cult of Morkethel. This is the remnant of a larger group that was recently disrupted. The guildmaster is very powerful personally


Ganae Gazetteer

Back to Dungeons & Dragons Page