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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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