Scornubel (SCOR-noo-bell)

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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