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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