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The largest of the Windrise Ports, Tarmalune was a huge, cosmopolitan port city located in the southeastern shores of Returned Abeir, considered by its inhabitants to be the rival of Faerûnian Waterdeep in wealth, tolerant outlook, entrepreneurial spirit, the ambition of its residents, and the sheer number of constantly unfolding opportunities that presented to the inhabitants of the city. The city bustled with activity and its streets were crowded day and night with merchants, traders, adventurers, nobles and commoners alike.[1][2]

HistoryEdit

Tarmalune was originally named Tarmhaven,[5] and like the other Windrise Ports, was part of the domains of the Dawn Titan Achazar. Eventually, however, Achazar fell into a deep sleep and the slaves declared themselves free.[1] Dragons shunned Tarmhaven out of fear of Achazar, who sleep in the form of giant pillar of fire amid the city, allowing Tarmhaven to grow in wealth and influence across Abeir.[1][6] In time the city became known as Tarmalune Great Port, and later just as Tarmalune.[1][2]

In 1479 DR, Tarralune merchants arrived in Neverwinter in hopes to arrange permanent trade routes between Returned Abeir and Faerûn, and to outmaneuver their rivals from Lylorn, who arrived in Luskan with similar goals.[7]

GovernmentEdit

Main article: Council of Tarmalune

Tarmalune was ruled by the twenty members of the Council of Tarmalune, an assembly of traders of many races and both genders, although human males were predominant among its ranks. The head of the Council was known as the Lord Speaker. In 1479 DR, the Lord Speaker was Hamminas Dorn.[8]

DefensesEdit

The city had no standing army but the Vigilant order acted as the city watch. If needed, the Vigilant hired adventurers or mercenaries to supplement their own forces.[9]

Law and orderEdit

Tarmalune had a lot of lenient and limited laws that were limited in reach. City clerks avoided to bring matters before the Council when they truly believed ignorance of the law played a part in an incident, and the Vigilant guided themselves by a "let Tarralune be Tarralune" philosophy rather than trying to control citizens through enforcement. As such, the Vigilant only arrested people when they caught them actually committing a crime.[9]

In the rare occasions when a criminal was caught, or when a conflict was brought to the law to be resolved, the Vigilant brought the involved individuals to the "Court of the Council". Only four members of the Council were needed to judge any legal dispute, but however many councilors were present in the Court, three-quarters of them had to agree on a verdict or the accused party could go free of charges. The Council disliked having to make such judgments, however, so usually city clerks or even individual Vigilant tried to solve problems by talking with the involved individuals whenever possible.[8]

No lawyers worked in Tarmalune, but professional orators hired themselves to speak on behalf of people who could not defend themselves. Members of the Council allowed such orators because they were fun and also made those sessions go faster. It was forbidden for the city or the councilors to hire such services, however, and opposing parties rarely hired orators to argue against each other.[8]

No set penalties existed for any crime, and usually many crimes where settled by paying fines, or by seizing goods if the accused individual refused to or was unable to pay. Major crimes, however, warranted imprisonment, exile, and even maiming. In such instances, all sentences were made public knowledge and recorded in the city records.[8]

Tarralune laws forbid visiting ships to dock in the harbor for more than two nights at a time,[10] and untying the ship to try to avoid to pay the fees for using the docks earned the offender to pay a triple fee as a fine.[11]

Cargo TaxesEdit

Tarmalune authorities did not taxed shop sales or goods carried by land, but they did taxed unloaded ship cargo. Black-uniformed city inspectors known as "ravens" were in charge to record any unloaded goods in the docks and issue the orders for merchants to pay the respective taxes. Harming or hampering an inspector earned imprisonment, seizure of all goods and city properties, and exile from Tarmalune; also, if an inspector resulted injured, an identical injury was inflicted to the injurer.[12]

Trade and businessEdit

As of 1479 DR, Tarmalune was the prominent and most successful merchant hub of the Windrise Ports. The city shops hold just anything, and as the old Abeiran saying goes "One can buy anything in Tarmalune". Tarralune merchants imported anything that promised to be a quick selling, or copied (or at least tried to copy) any popular goods they cannot import. Those copied goods were called "glims" in local speech.[10]

A popular tendency among investors of the last decades of the 15 century DR was to "sponsor" or "partner in" with merchants and shop owners, creating small communal business. The word "company" was unknown in Tarmalune. The equivalent terms were "tarneld", a private shop in which investors had little control over the business operations; and "skoun" (pronounced SKOON), full partnerships between shop owners and their investors. Skoons were the most popular of the two business modalities in 1479 DR.[12]

DarrenEdit

Darren, or gambling clubs, were important everyday meeting places were wealthy Tarralune and visiting traders met to gossip, flirt, make new business contacts, and invest in various ventures brought in by "tarn-traders." Those establishments shifted constantly in popularity, with the least desirable disappearing for a time and then reopening with new names and sponsors (named "varth darren"; "varth" was a term for "hot new" in Tarralune speech). The few darren popular for more than a decade were Vaerungo's and Lothtar's Hearth.[13]

Tarn-tradersEdit

Tarn-traders were independent sponsors, brokers, and hucksters, usually former merchants who had retired from their business or had sold their tarnelds, and had enough resources and contacts to successfully arrange mercantile deals for third parties ("Tarn" was a Tarralune old term for "rising wealth").[13]

SocietyEdit

Tarmalune was in a constant state of change. As such, each new month brought changes in fashion, ways of making things or doing business, and new faces rose to the center of attention in society, or even seized real power among investors and traders.[10]

Despite being free of draconic influence, Tarmalune wasn't a kind city for escaped slaves. Not only did slaves own nothing, and thus were unable to live in a city were money was so important like it was in Tarmalune, but also Tarralune feared that dragons eventually would believe that Tarmalune had become a haven for escaped slaves and decided that the city had to be destroyed.[1]

Social classesEdit

Tarmalune didn't had any formal nobles. Old and wealthy families had political power and were called "highcloaks" or "old wealth" by commoners. However, in a city were money was so important, newly risen rich families (called "new coins") had the same influence as well.[14][1]

CustomsEdit

Commoners lived in rented apartments, as only the wealthy were allowed to own properties in Tarmalune. Rent contracts were renewed annually, usually in midsummer, unless a person lost wealth or prestige, being forced to get a less expensive home. As of 1479 DR, the number of citizens in Tarmalune was increasing as such rate that public houses were becoming scarcer and more expensive.[12]

Pets were forbidden for commoners, but wealthy Tarralune could had pets, usually exotic animals. However, even the humblest Tarralune keep a few caged chickens for fresh eggs, or to eat them if needed.[12]

Because to their way of living, it was unusual for Tarralune to prepare their own food. Usually most of the citizens, and people visiting the city, dined in the street from "simmer wagons", wagons that were positioned across the city and sell all kinds of food and drink. A few Tarralune preferred to eat on bake shops, taverns, inns or darren. The wealthy Tarralune, on the other hand, were able to employ cooks and enjoy homemade food.[12]

The highborn Tarralune also employed permanent maids and "hands" (servants who performed multiple task, such as taking care of animals, provide personal protection, or do menial work). Servants working for people of lower status only did it as part-time jobs.[12]

CultureEdit

ReligionEdit

Religion was uncommon in Tarmalune, like in the rest of the Windrise Ports, and the following of minor cults dedicated to the Dawn Titans or to dragons, as well as general superstition, were more universal than worshiping the gods, that were a novelty introduced in Laerakond since the Blue Breath of Change. Among the major cults of Tarmalune was the Seekers of Scales, a cult that worshiped dragons in general.[15][16][17]

However, thanks to their cosmopolitan nature and their trade with Faerûn, the cities of the Windrise Ports were more open to the concepts of religion and the gods than other places of Laerakond. Although there was no preferred religion among Tarralune, the most influential religions established in the Windrise Ports were the faiths of Bahamut, Sune, Tempus, Tiamat, Umberlee, Valkur, Vergadain, and Waukeen.[16][18][19]

LayoutEdit

Tarmalune-small

Tarmalune in 1479 DR

Tarmalune was once described as "jaws about to close around as much sea as they could swallow," because the form the city had if viewed from the sky.[10]

The streets of Tarmalune were broad enough to turn a cart without any problems. There were no sidewalks, and rather than having a central sewage to shed water to side gutters, streets sloped down from flanking buildings to a slimy open drainage running down the center of the street. Thanks to abundant suckertails, however, Tarmalune was a clean city free of garbage and bad odors.[10]

Most city houses were narrow, high-peaked stone buildings four stories tall, bristling with dormers as the spontaneous fires caused by the Raging Flame had resulted in laws banning roofs made of inflammable materials. Businesses typically were re-purposed houses, with a shop in the cellar, another at street level, and rooms for rent on the upper floors. Most dwellings had their own small rear stables.[1][10] Being a city that changed with the seasons, however, Tarmalune had a few different buildings, from special shops and grand mansions to small stone towers akin to citadels, and architecturally strange experiments.[10]

Aside from the Raging Flame, Tarmalune major landmarks were the two fountains, Fairwynd Plume and Duthsummer Plume, located in open squares north and south of the harbor, respectively.[10]

Arendenmore
Named for the gnomish builder Arenden, this ward housed the city's most opulent mansions, where the "highcloaks" lived.[14]
Copperstreets
Many of the city's laborers and shopkeepers lived in this ward.[14]
Dawnside
This ward was inhabited by Tarmulane's newly rich.[14]
Fishstink
This ward was home to fishermen and fishmongers, and smelled like its name.[14]
Maerhavel
A well-to-do residential ward of successful merchants.[14]
The Raging Flame
A one hundred foot tall cylinder of flame of unknown origin.[11]

Notable InhabitantsEdit

OrganizationsEdit

Alongside the Vigilant, other prominent orders existed on Tarmalune.

The Firequench Order
This cabal of wizards was extremely secretive. They were well liked by the populace because they acted as the city's fire fighters, magically extinguishing any fires in the city.[6]
The Haveners
The city staff, conformed mostly by females, who were charged to report to the Vigilant or to the Lord Speaker himself every suspicious movements made by members of the Council and other city clerks, allowing the Lord Speaker to maintain corruption levels as low as possible.[9]

TriviaEdit

A popular fashion among Tarralune in 1479 DR was to wear scale mail made with actual dragonborn scales, willingly donated by their former owners.[23]

AppendixEdit

For Further ReadingEdit

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 216. ISBN 978-0-7869-4924-3.
  2. 2.0 2.1 2.2 2.3 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 46.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Living Forgotten Realms, MINI1-01 Stirring the Embers adventure.
  4. Chris Tulach (June 2009). “Adventurers of the Realms: Tarmalune and the Windrise Ports”. Dragon #376 (Wizards of the Coast), p. 46.
  5. Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), pp. 53–54.
  6. 6.0 6.1 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 53.
  7. Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 147. ISBN 0-7869-5814-6.
  8. 8.0 8.1 8.2 8.3 8.4 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 51.
  9. 9.0 9.1 9.2 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 52.
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 47.
  11. 11.0 11.1 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 48.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 49.
  13. 13.0 13.1 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 50.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 55.
  15. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 217. ISBN 978-0-7869-4924-3.
  16. 16.0 16.1 Living Forgotten Realms, MINI1-02 The Burning Scent of Perfumed Swords, appendix 1.
  17. Living Forgotten Realms, MINI1-02 The Burning Scent of Perfumed Swords, page 4.
  18. Living Forgotten Realms, MINI1-03 Building the Pyre, appendix 1.
  19. 19.0 19.1 Living Forgotten Realms, MINI1-06 Quench the Fire of the Raging God, appendix 1.
  20. Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 58.
  21. 21.0 21.1 21.2 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 54.
  22. Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. Dragon #372 (Wizards of the Coast), p. 57.
  23. Living Forgotten Realms, MINI1-05 Pyrophobia adventure.

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