Scornubel (SCOR-noo-bell)


 
 
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1st Edition AD&D - - - Forgotten Realms

AT A GLANCE: Scornubel is a huge,
open city set on the north shore at the
confluence of the Chionthar's South
Fork and the River Reaching.  It is an
unwalled town buzzing with continual
activity, and a large number of pack animals,
wagons, and symbols of Merchant
Companies can be seen as the
traveller enters.  Most of the buildings
are low, 1 or 2 stories, with a spattering
of larger buildings and towers in
the center of town.

ELMINSTER'S NOTES: Scornubel is one
of the key cities on the TRADE Way leading
from Waterdeep to the lands of the
Inner Sea.  Like its rivals, Elturel and
Iriaebor, it is a town of merchants and
those things merchants are concerned
with; warehouses, transportation, and
protection (usually from the other merchants).

The "CARAVAN City" is ruled by the
shrewd, elderly and regal Lady Rhessajan
who in her Time was a daring
explorer and wandering trader, and is
still famed in tavern-TALK as "Rhessajan
of the Tents."  The Lady Rhessajan is supported
by 3 Lord High Advisors
named Burdan, Deep, and Phantar, all
middle-aged adventurers and retired
CARAVAN masters themselves.  The Lady
and her advisors make their judgments
on activities in the city based on one key
factor: what is profitable for the city
and its merchants.

GAME NOTES: The CARAVAN City of
Scornubel is an important port/ferry-link/warehouse
storage CARAVAN-company
HQ.  Here the major CARAVAN
companies of the North all have
large warehouse, stock pasture and stables,
and office facilities.  6 of those
companies are noted here. For further
info, see under MERCHANT COMPANIES.

    Highmoon Trading Coster: Headed by
    Guldeph Maremmon, a Lord,
    this flourishing concern dominates
    the Sword Coast overland routes from
    its bases here and in Waterdeep.  It carries
    everything, but has exclusive supply
    rights to kaorph ("blue wine") and
    certain spices (arispeg, marka, and
    delph) which originate somewhere far
    to the south and east.  Its colors are a
    white crescent on a black, star-studded oval.

    Surefeet Trademasters: Headed by a
    Council (the merchants Phneg Thelombur,
    Aramma Dulve, and Prist
    Thelmip), and based in Scornubel, the
    Surefeet specialize in providing expert
    guides/escorts/guards for all concerns;
    their own caravans and those of
    any overland traveller.  Their rates are
    high, their men good--and it is
    rumored that the Surefeet have
    gained much wealth through several
    rich tomb and temple-ruin finds made
    by guide-members.

    The Trail Lords: A mysterious pompous
    outfit (whom some say are ruled
    by Thay, or other fell sorcerous eastern
    lands), the Trail Lords ahve been
    known to hire half-orcs and worse as
    guards, but they appear to have
    boundless money, and can mount a
    small army or two to GUARD those specially
    valuable clients and cargo in a
    very short time.  The "Trail Lords" are
    said to be merchant kings (none have
    ever seen them); they rule through the
    fat, masked Visionist Mhereg Ssar.

    The Red Shields: Formerly a mercenary
    company (still available for such
    hire, some say), the Red Shields are a
    group of highly-skilled (1-3rd level)
    fighters, wh oare well-armed and bear
    red, featureless shields.  They usually
    hire out in groups of 25, 50, or 75 to
    GUARD regular road travel from
    Neverwinter to Amn, and run
    thier own regular "run" from Scornubel
    to Waterdeep every few days, carrying
    messages as well as cargo.  Led
    by Bronthar Helmbrind (a Myrmidon)
    and his lieutenants Miftat (a Swashbuckler)
    and Vuldan (Hero),
    the Red Shields effectively (and loosely)
    police the streets of Scornubel,
    watching its perimeters to ward off
    bandit raids (and to keep themselves
    well informed of events within those
    perimeters).

    The Stags CARAVAN Company:  An older,
    somewhat fallen-from-former-greatness outfit of rugged adventurers
    (Now mostly dead or GONE to
    other adventures elsewhere), it has
    been taken over by merchants, who
    are constantly dealing in large and
    small matters everywhere.  Their
    robes are white or cream with a gold-braided
    border; important personages
    of the Company have gold traceris of
    antlers at each shoulder, as well.  Their
    aging "trail general," Black Tomm
    Bharhinn, has lost effecitve control of
    day-to-day operations to the merchants
    Scorm, Hlevell, and Dindar Pel,
    all young merchants of Amn who
    despair of making their fortunes within
    that kingdom of mighty merchants,
    but are determined to make money
    here.

    The Windriders Trading Coster:  The
    Windriders are youjng, relatively inexperienced
    merchants with a wild reputation
    for fierce competition, hard
    travelling, and hi-jinks.  All wear shields
    adorned with a white pegasus, wings
    outstretched, and are much used for
    swift, discreet carrier service around
    the North.  There are approximately
    60 Windriders; they prefer to
    remain anonymous, represented
    through their office and leader,
    Torshilm Firetel (a Myrmidon, formerly of Westgate).
 
 
 
 
 
 
 
 
 
 



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