Секомбер - Secomber Settlement in Not Forgotten Realms | World Anvil

Секомбер - Secomber

Secomber.
Houses have gardens, so there's....room between them, with only a few places (especially around the bridges) where shops with floors of living space above them crowd together wall-to-wall. Thanks in part to this space, the buildings of Secomber (which most Waterdhavians would term "cottages" in terms of architecture) sprawl "everywhere," on high ground and low (yes, there are older dwellings that get flooded every spring because they're TOO low). Secomber has gardens, trees, fences, and hedges like a country village, and is one of the few larger (and growing!) centers to retain them. It's also, increasingly, a place for the rising middle class of Waterdeep to buy second homes to go to for "a country retreat" of "breathing the fresh air" and letting children play. Secomber has always been dominated by its halfling citizens. It's also increasingly popular as a resupply depot/refresher paddock ground/warehousing stopover for costers and merchant caravan companies making overland treks to the Inner Sea [note to Pathfinder folks: MY "Inner Sea" came first ;}, but Sea of Fallen Stars if you prefer] and to from the Sword Coast North interior. Secomber is increasingly known for its local vegetables and bakeries (and the cuisine that uses them), and for its beer. Goldenfields may be the granary of the North, but Secomber is its bakeshop.
 

    Secomber has always been a small sleepy town in the middle of nowhere. In Delimbiyr vale, to be more precise, there where the Unicorn Run flows into the River Shining (River Delimbiyr). Secomber is mostly a town of farmers, stonecutters, and fishermen, and a welcome moment of relief for adventurers wandering the High Moors to the south. It's also a place where caravans can hire guards and guides. Usually the same adventurers but now in need of a little 'safer' income, or some bored locals looking for a chance to 'break free'. The most important feature of Secomber is the bridge, which allows travellers to cross the river without getting their feet wet. Caravans too large, too greedy, and the occaisional warband and / or adventurer group (both with a desire for stealth and sometimes hard to discern between) often opt to cross the Unicorn Run a bit farther to the north. During summer the Unicorn Run can be crossed by wading. In the deepest of winter one can try and walk over the ice, as parts of the Unicorn Run may be completely frozen. The ice is known to be treacherous though. Secomber has three remarkable features: the high number of halflings living here, and the fact that sages and mapmakers cannot decide on Secomber's size and if it belongs to the North or the Western Heartlands. To the inhabitants it doesn't really matter. They are (mostly) content with the current situation. Then there's Amelior Amanitas.  
 
 
 
 
 
 

Population.

Secomber has between 200 and 1600 inhabitants, depending on your way of counting and if you are given to exxagerating. It's less than 200 if you only count Dip and Rumble Market. It's about 200 if you count the number of official licenses to cross Secomber's bridges. (Which equals to paying tax i.e. be a 'citizen'.) Including non-citizens, and according to official data from the garrison around 300 individuals dwell in Secomber Town on a permanent base. Another 50 to 100 live here temporary. Among these you'll find most of the Waterdeep Garrison which size varies with the season and the number of incidents. (More about that garrison later, as it doesn't exist...) About 800 people live in surrounding hamlets. Some hamlets may act as if they are independent of Secomber (and have their own laws), while a lone settler along the Unicorn run could proudly claim the protection of the Secomber militia and the Waterdeep Garrison. They could be both wrong or right, but it always pays to be careful, in case some part of their claims is true. Complicated? Confusing? Yes. Just be practical about it. Especially keep in mind that most elven strongholds (fortified farms) north of Secomber are more or less independent, even though some of them pay taxes and thus can claim Secomber's protection. Be careful who you visit (or offend!) as the law (their law!) might not be on your side. And by default it isn't, because the garrison can't be everywhere all the time, and the local constables are known to spend essential hours in essential locations (read: inside Secomber's borders, or to be more precise: at the bar of The Oar, tanking ale). Roughly half the inhabitants of Secomber are human (45%). A surprisingly large group of halflings lives here as well (40%). The remainder consists of dwarves (5%), elves (5%), gnomes (5%) and one pixy. Again, everybody disagrees on these numbers, even the pixy who claims she counts for two. Lately the number of gnomes has been increasing. The few elves are mostly visitors or temporary residents with their real home somewhere in the hamlets north of Secomber.  

Floodside and Dipside.

There are two 'special' directions in Secomber... (Well, there are more, but two are rather distinctive.) Besides using terms like 'north, south, east, west' the inhabitans of Secomber have adopted two additional terms, called 'Floodside' and 'Dipside'. The meaning is rather simple, but can be confusing to newcomers. 'Floodside' means the side of, or in the direction of the bridges or 'The Tear' in the middle of the river. 'Dipside' means in the directon of 'The Dip'. Asking for directions doesn't always work, especially when some helpful halfling tells you to 'go Dipside, Floodside, and head for the Flanks, can't miss'. Going to Secomber. The obvious way to go to Secomber is to follow the Secomber Trail from Uluvin, or the Delimbiyr Route from Laughing Hollow or Zellbros. Some travellers cross the High Moors, but this is not advisable.  

By caravan...

Secomber is spread out over three hills, build next to the River Delimbiyr. Coming from the east you will first pass a few hills, supposedly containing the ruins of the capital of the long fallen human realm of Athalantar (11), kingdom of the Stag. Extensions of this old city should have covered the hills where Secomber is now located but little has remained. Sometimes, when a new building is raised in Secomber, old cellars or walls are found and inadvertently freed gargoyles and the accidental ghost are known to cause some problems. The hills have been explored intensively by locals and roaming adventurer bands but not much has been found. There are many stories and claims but few have been confirmed. Still most caravans prefer to cross the river and camp nearby or west of Secomber.   Continuing over the Delimbiyr route you'll approach a section of marsh alike, often flooded land, called The Wet (between 9 and 10 on the map). A small stone tower stands here guarding the entrance to the New Bridge. Soldiers with disciplinary problems are often send to The Wet for some extra guard duty. In the summer the area is invested by bugs, in the spring and autumn it's damp and wet and uncomfortable, and in the winter the cold winds from the High Moor to the south cross the river and attack the little tower without any mercy. Yes, it's cold then. Note the large metal statue (163) nearby Skipper's Ave (6). This is actually not a metal statue, but a metal golem created by Secomber's Mage, put there to protect the town. The wooden New Bridge (9) has been built by early rulers of Waterdeep. After ever so many years of lacking maintenance and cheaply executed repairs, and subject to the irregular fireball by mages fleeing from the ruins or the moors, it has become quite unreliable. The stone Old Bridge (8) dates further back, and details have become vague as to whom build it. The bridge must be partially enchanted, because repairs are minimal and seldom necessary, and spells mostly fizzle when casted on or nearby it. That even a magical bridge can detoriate over time is proven by the Stump, a remnant of a section of the Old Bridge that has been washed away in the Delimbiyr currents. The Stump is a favourite hangout for old man fishing (and telling tales). They also like to sit there and watch courageous travelers pass over the rickety New Bridge. The halfling Kelvin Thyrst happily charges anybody crossing the bridges. He made a deal with the town council four years ago, and has started preperations for repairing or rebuilding the New Bridge. People using the bridge often can buy a permit. People officially living in Secomber pay nothing (well, it's included in their taxes) and officials from Waterdeep (if they can prove to be such) pass for free as well, since Waterdeep delivered a garrison of 30 soldiers to protect Secomber. The small town militia (not the garrison from Waterdeep) assists Kelvin in inning the fees. The town council sees the bridge as a strategic asset to the community (read: more tax income). Most people assume Kelvin is loosing money on these bridges, but he's about to break even, and is actually planning a rebuild in stone of the New Bridge, called the New New Bridge. You can see a model of the New New Bridge in the mayor's office. Just before you pass The Wet and cross the New Bridge and the Old Bridge, you can see the remnants of another bridge, plunging into the River Delimbiyr, towards the High Moors. This is another Kelvin Thyrst project, but he ran out of gold or of interest before it was finished, and most of the (partially completed) bridge has been washed away since then. Most people call this 'The Gold Bridge' (10) or 'Kelvin's Doom'. The halfling has stated in public, and more than once, that one day this new bridge will bring new prosperity to Secomber. The question is: what would people want from the High Moor, besides some blocks of pink granite? And who would use this bridge, except the occasional band of adventures, venturing into the High Moors? (Sometimes to be never seen again.) Yet odds or logic have not yet stopped Kelvin, and if he stays alive long enough that bridge will come. And who knows. Kelvin's plans sometimes do work out...   After passing the bridge you can turn right towards Secomber's small harbour, or you can follow the road, over Floodway (5) and Halfling's Causeway (4) to continue on the Delimbiyr route to the west. Caravans that (want to) camp nearby Secomber are kindly advised to do so southwest of the town, on the relative flat area between the Slush and Lord's Hill (2). Large caravans are not welcome to camp inside Secomber itself, nor next to Floodway or Halfling's Causeway. Smaller groups can park their wagons between dawn and dusk on the Daycamp (7) nearby Mercy Lane and Skipper's Ave. Sometimes the militia or the garrison may relax these rules a little, especially when too many brigands, highwaymen, or roaming bands of goblins are active in the area and bothering travellers.    

North and South...

Except for some farmers from the hamlets nearby few people arrive from the north. If any, these are adventurers or visitors from the High Forest. A rare event. More people depart to the north (over land to the High Forest) or south (by boat to the High Moors) than ever come back... But if you are eager, to the north: enter Secomber, go to Floodway, turn to No Mercy Lane, follow Pool Lane towards the Dip. There you'd best drink a few in The Seven Stringed Harp (as these could be your last) and then you follow Pool Road to the northeast, followed by North road... To the south: go to Floodway, walk along the river bank northeast, you'll pass Skipper's Ave, cross the Troll Bridge. You're now in the harbour. At the end, overlooking Big Leg, is The Knee. It's not as good as The Seven Stringed Harp, but then again your chances to return form the Moors might be better than returning from the High Forest... There might be some small boats nearby Skipper's Ave or Dead Leg, belonging to fishermen willing to help (for a small fee, of course). There is also a sort of ferry that takes of from Big Leg. It is used to fetch the pink granite that the stonecutters use, and visits the Moors three to five times a week. There's always space for adventurers willing to protect those foraging for the pink granite in the High Moors. So you could not only get a free ferry, but get payed for it as well. Sometimes there's a boat nearby The Gold Bridge, waiting for adventurers coming back from the High Moors. It's expensive though. If there is one at all. But if you are in a hurry, you can of course afford to pay...  

Areas.

Secomber itself is built upon and between three small hills. Southwest there is Lord's Hill or Lordshill, northwest is the High Hill or Highhill, and to the east there is Goodhilll. Lord's Hill is where you will find the garrison from Waterdeep. The south foot of the hill is encircled by brambles. (And a hidden trench directly behind it. A cheap, yet very effective method of defense.) South of Lord's Hill you'll find the Halfling's Causeway and the Slush. The Halfling's causeway is an attempt to stop the erosion of the hills by the River Delimbiyr. The Slush is a small, nasty swamp that needs to be cleaned up on a regular base. The whole area from West Floods up to and including the Slush is often called Westbank. Goodhill, to the east, is mostly covered by the low, wide, half burrowed houses of halflings. East of Goodhill you'll find the Unicorn Harbour, Secomber's only harbour recently being rebuilt by the never tiring Kelvin Thyrst. Nearby is Harbour Hill, an artificial hill with Secomber's only mill. The Flanks are close to Harbour Hill and this is where most of the Gnomisch community lives. High Hill is not the highest place in Secomber (actually, Lords Hill is). On the top of High Hill you'll find Secomber's most famous individual, Amelior Amanitas. (Note that Kelvin Thyrst might dispute this statement, so would the elected mayor, at least during his / her term.) In the south section of High Hill you'll find Shorty's Groove, the place where Secomber's Dwarf community dwells. This (former) mine has been extended into several underground houses and shops. Right in the middle of the three hills you'll find the two most urban areas, Rumble Market and the Dip. Rumble Market is the market place for Secomber. It is surrounded by most shops and 'official' buildings in Secomber. A bit further north, on the lowest part between the three hills (hence the name) lies the Dip. It's the name of the area, and the name of the pond. Some people try to call it 'Swan lake' but there haven't been many swans lately.... (actually none) so that name is not very popular (and probably never will be). The Dip is where you find the Seven Stringed Harp, a well known tavern all over the North and the Western Heartlands, at least to bards.  

Westbank.

Westbank, the area from the west going Delimbiyr route up to and including West Floods (6) and Skippers Ave, is all that hurried passersby's will see of Secomber. In the south there is the foul Slush (3), a swamp that seems to gather all evil that washes up on the shores of the River Delimbiyr. Caravans don't like it, but this (2) is about as close to Secomber as they are allowed to camp and stay overnight. The Halfling's Causeway (4) protects Secomber against extreme erosion, caused by the bend in the Delimbiyr River. Even though the river is not flowing that quick, the relentless masses of water were slowly eroding this part of Secomber. The halfling's causeway was originally built by the first halfling immigrants in Secomber, to show their good intentions. Kelvin Thyrst claims that there was a relative of him involved. Looking at the scope of the project: no doubt about it. Following Halfling's Causeway is Floodway (5). This is the place to stroll along with your loved one on a warm summer eve, looking out over the West Floods (6) and Delimbiyr River, with the last fishing ship coming home. On Floodway, you can turn left into No Mercy Lane (also known as Goblin's Splat) and go into Secomber. Or you just walk on towards the Daycamp (7). The Daycamp was the former camping place for caravans, but not anymore. Some of the caravans made a mess of nearby Secomber, cut down all the trees in their surroundings, and, in general behaved like unwelcome guests. This is why nowadays it is illegal to stay overnight in Daycamp. However, if you are passing through Secomber, and you would like to do some quick shopping, you can stay here from dusk to dawn. For a small fee, of course. An overnight stay is not allowed, no matter how much you offer. There's a shack where you they can buy wood and coal, and there's a small (sometimes even occupied!) guardhouse. The Daycamp is surrounded by a low (2 foot) wall, and some people whisper that it is actually a ward in disguise. That may be true and might be the reason why some caravan leaders choose to stay outside Secomber and not risk any 'northern' magic. A special exception is made for Waterdeep troops.  

Skipper's Ave.

An extension of Floodway is Skipper's Ave, running parallel to the Floodway from Woodlength to Troll Bridge. (18). (Thingz for Boatz (23) is not considered part of Skipper's Ave, but part of Unicorn Harbour.) On Skipper's Ave you'll find a lot of small houses huddled together, the middle ones leaning against one another. Fisherman live here (165, 166, 167, 168, 171), but here you'll also find Kurgen's (169, 170) and The Oar (172). Note the metal statue at the beginning of Skipper's Ave (163) nearby Woodlength. It's a public secret that this is actually a metal golem, controlled by Amelior Amanitas, or by the Waterdeep garrison when Amelior is out of town. The town council has requested Amelior to transfer control to them if the wizard is out of town which makes him smile and simply ignore the request. Two houses on Skipper's Ave (169, 170) form a single shop. It is run by Ferdy Kurgen, an older, slightly stooped yet still tall man. Ferdy came into town twenty years ago or so and opened shop. He hasn't left Secomber since. Most first time visitors of Secomber won't even notice that there is a shop here, as Ferdy Kurgen mostly provides the locals. There's not even a sign out front. (Rumour has it that he's an immortal in hiding. Ferdy doesn't look much older since the day he arrived. A few enterprising thieves literally lost their heads when the old shop owner grabbed a hidden sword from under the counter and decapitated the miscreants. The last building on Skipper's Ave is The Oar (172). This small, dimly lit tavern mostly caters to fishers and the few sailors, and it doubles as the unofficial office of the two constables who are the law in Secomber. When they are sober. The Oar's single room is almost divided in two by a long, two sided bar, allowing the silent drinking local fisherman and their more rowdy sailor counterparts to stick to their own sides. Fights are quickly broken op by the constables. If you're looking for a place to get druk and now and again a little fistfight then this is the place. There's a small alley separating Kurgen's and The Oar, called Wooden Leg. It confuses the hell out of visitors, who expect all 'legs' grouped together in the harbour. A special expression in Secomber is 'catching the boat on Wooden Leg', indicating a dumb person or big mistake.

Unicorn Harbour.

On any moment, day or night, you can run into patrols of the Secomber militia, the Waterdeep Garrison, or even guards coming from or going to the warehouses. (Or The Knee...) Finishing Skipper's Ave, you'll pass 'Thingz for Boatz' (23), the second shop in Secomber dealing with materials for boats. 'Thingz for Boatz' is considered part of the harbour, not part of Skipper's Ave. Actually, there's a lot more you can buy in this overlarge shop, from sturdy timber to raw iron strips to caskets, bottles, crates, mining tools, etcetera. If you can use it for a boat, you can buy it here. If you can't use it for a boat, you can probably still buy it here. The place belongs to Kelvin Thyrst, but is managed and run by Yath Blackhand. Yath has been a pirate, many, many years ago, and though most people are not aware of his shaded past, nobody appears to trust him. Yath is a keen merchant, making sure people pay 'the right price' (whatever that is). Yath's income is partially based on commision, and Kelvin's bookkeepers are too good to cheat upon. Besides, Yath's assistant is a halfling, and also an employee of Kelvin... Although Yath is feeling uncomfortable because business isn't as good as it should be, he sticks around. Hoping that Kelvin's plans do work and he can ride with Kelvin on the wave of money... (Most of the local fishermen go for Ferdy Kurgen's, simply because 'Thingz for Boatz' is slightly more expensive, but most of all it belongs to Kelvin Thyrst. And the little guy owns a bit too much.) From Skipper's Ave you cross Big Dock using the Troll Bridge (18). Big Dock is not that big, its name derives from the pier next to it, called Big Leg. On the steep east edge of Goodhill stands the low (6 meters) Kelvin's Tower (22) . An underground tunnel connects it to the large boathall (21), that is partially built into the hill. Even the extension of Big Dock bears his name: Kelvin's Dock (20), and it is clear that this is the heart of Kelvin's little empire. Kelvin is planning on extending the harbour and its repairing facilities, and thus serving customers normally handled in (far away, too far away, as Kelvin claims) Daggerford or even Waterdeep. The other two 'larger' harbours on the shores of the Delimbiyr (Loudwater and Daggerford) have no (large) repair facilities, so Kelvin sees this as his chance. His calling, Secomber's destiny. And whatever in between. Nearby Kelvin's Dock, between the dock (20) and the large boathall (21) there's a new, small, unfinished building (173). Recently some priests of Gond were visiting Secomber, and they brought one of their machines with them. It's unclear what Kelvin's intention is with whatever they have brought him. (It is actually a Gond's pump. Kelvin bought two, one is installed in the small building nearby the dock, the other one is still in crates inside Kelvin's boathall. Kelvin is trying to figure out how they function and hopes to copy the design, with the help of the FromWayDownUnder gnome clan.) When you have crossed Troll Bridge (18) you're standing on Big Leg. Turn to the right and you'll see four warehouses. Nearby is Theronsten's Warehouse A (14), the major CSSC warehouse in Secomber. Theronsten Warehouse B would come directly next to it, and the ground is levelled and ready to be build upon, yet there has not been enough demand yet. Theronsten also owns the ground next to B, so he could build a number C if demand rises... (Theronsten has not been known for his creativity with names. He probably would have numbered his children, if he had any...) In the curved warehouse at the end of the pier (15) the stonnecutters of Secomber work on their 'big' projects. Water is nearby, so bringing the rough pink granite in, and shipping the ready to admire statues out, is easy. The biggest one (16) belongs to Clovis Sturgeon, a merchant from Waterdeep. It isn't used often, and currently the Stonecutters Guild is renting it. Kelvin Thyrst only owns a small warehouse (17). It's enough for the moment, and mostly empty. All the normal CSSC goods are handled through the Theronsten Warehouse A. Some special goods (mostly food, wine, magical stuff, etc.) are brought into Kelvin's, to be immediately dispatched to the specific customers.. The dwarven brothers Johnson (24) guard the warehouse and deliver the goods. They are known to sleep in the building sometimes, to guard it at night. Overseeing Big Leg is The Knee (19). This three stories rectangular building is owned by Melissa Thryst, a halfling. (Although she 'mothers' Kelvin, she is not related.) Melissa runs the Knee with iron hand. On the ground floor you'll find a tavern, simple but statisfying, with good fare and decently priced drinks. Ask for the 'special menu', and you'll be surprised what kind of exotic dishes The Knee's cook can prepare for you! On the ground floor are the kitchens, some living quarters, and, with an entrance on the side, a small barber shop. The first floor has guest quarters and living quarters. The third floor contained originally guest rooms. Until Kelvin and Theronsten agreed to start up the CSSC. It now houses their main office, and Kelvin and Theronsten both have a private office as well. (Although Theronsten is almost never in, except for voting 'no' against anything that costs money... and Kelvin appears to use it as some sort of expensive yet uncomfortable sleeping room...) Four rooms on the second floor are rented (semi permanent) by the Four Hammers. They are not in often. There has been another adventuring band that had rooms, but they moved to the High Lodge. Melissa Thyrst used the occasion to remove the last stables. There's still a horse rack outside where you can tie yours, but don't complain to her if you stay overnight and find your dear steed missing! (Melissa Thyrst doesn't like horses at all. Except on a plate. Her horse steak is perhaps the best in the whole Western Heartlands.) Passing the Knee and following Big Leg (that halfling sense of humour...) you will pass Long Leg and Short Leg, two wooden piers (13). Part of Long Leg has been blasted to rubbles last summer (making Long Leg shorter than Short Leg), when two rival wizards exchanged a few fireballs. There was not enough of either of them left to revive to fine them for the damage incurred... At the end of Big Leg, we turn left onto Mill Road. You can see from here Dead Leg (12) and the small fire house, that is sometimes used during summer when the boats are out late. During winters, the Secomber patrols use this as a lookout post, and a place to warm up.  

Harbour Hill, the Flanks.

Following the Mill Road, you'll pass between a group of small houses (24, 25, 26, 27). In one of them you'll find the brothers Johnson (24). Two surly looking dwarfs that want to have nothing to do with the Ironeater clan. Nobody knows what keeps these two in Secomber. The Mill Road leads up to an artificial hill, Harbour Hill (28), with the only mill in Secomber. 'Deadhead' Jason Gratefull is not the most intelligent man in Secomber, but he's strong as an oxe and his beautifull elven wife Kenya Silverspear left the High Forest for this tree of a man. They have two children, and she sometimes brings them along to her work at the Knee. (Every year, during Winterfest, the strongest men (and women!) in Secomber compete in armwrestling. The longest game ever was between Jason Gratefull and Iljin Tsjorin, more than one hour they struggled. In the end, Iljin won the match, but had to stop before he could reach the finals.) Follow the Flanks, and you end up in the neighbourhood with the same name. The Flanks is nowadays often called Gnometown, even by the people (gnomes!) living there. In Gnometown you'll find the only alchemist in Secomber, Younder Truestone (39). His house is set a little bit apart, as he (just like Amelior Amanitas) now and again manages to blow up 'something'. If it would depend on other inhabitants of Secomber (non-gnomes) Younder Truestone would be quickly 'out of business'. Yet Amelior Amanitas always speaks in favour of the small gnome. (Perhaps so he can claim he's not the only one blowing up things...) There's also a small tower, dedicated to Gond (29). The gnomes appear to have taken a liking to this deity of mechanical things, and openly worship him. The rest of the houses in Gnometown, ehm, excuse me, the Flanks, 'differ' from eachother, as each gnome tries to outdo his neighbours, modifying his or her house in sometimes unexpected ways (30, 31, 32, 33, 34, 35, 36, 37, 38).  

The Circle, Winterstay.

Northwest of the Flanks you'll find The Circle (41, 42, 43, 44, 45, 46, 47). It is a place to worship the gods. The circle is a round plaza, with in the middle a clearwater pond. It is supposed to have magical properties and strengthen those wounded who drink from it. Surrounding the circle are a number of stones, statues, and small shrines, representing the gods of the realms. Tymora is quite popular, so is Llira (not suprising when you know that the road from The Flanks leads to the Twin's Festhalls on top of Goodhill). There is still a shrine to Waukeen, and Kelvin Thryst openly worships her. He might be the last one in Secomber. Four small stone statues on the north side of the circle, flanking the road towards Winterstay, are dedicated to Tempus, Torm, Helm and Tyr. It is said that the four gods will descend upon anyone destroying anothers shrine, as long as there are believers in Secomber. Fact or fantasy, everybody knows that the charred remains of unknown individuals have been found in the circle. If you visit the Circle, you might run into one of the members of a small adventuring band called the Four Hammers. All four members are clerics of respectively Tempus, Torm, Helm and Tyr. Each cleric is armed with a battle hammer and neverending faith. They are known to patrol the moors and the Delimbiyr route, helping out adventureres in need. They are not oft in town, but now and again do show up, drink and eat and spread their faiths, and then leave again for weeks or months. They have a nasty habit (depending on your point of view) showing up at The Circle when somebody tries to damage or disgrace one of the statues, altars or shrines... If you're looking for them, they have (semi permanent) rooms in The Knee. (People whisper that the four are Avatars, looking for Waukeen, but nobody dares to say that out loud.) From The Circle a small steep path descends to Winterstay (40). The two long, low barns house the sheep and cattle during the worst parts of the winter. John the Stout and his family live on Winterstay, and they have turned the house and the barns into a real fort with thick stone walls and very solid wooden doors and window panels. To protect the inhabitants and the flock against wolves and other hungry animals (or monsters!) Although most people are a bit nervous about The Circle, and nobody but he wants to live nearby (except the gnomes in the Flanks) John the Stout claims that the Circle is what keeps the worst dangers away. "The gods take care of the monsters, what they leave, I take care of," he claims. He hasn't lost a sheep in the last fifteen years.  

Goodhill.

A small twisted path joins the Flanks on its way up to the Twin's Festhall. The path, known as Tripper's Run (48), is said to be haunted at full moon nights. An infamous thief, Jack from Waterdeep, had a habit of setting up traps, then scaring his victims and letting them run to their doom. (Financial or more definite.) One day, when setting up another trap, he was caught by members of the Waterdeep garrison. He tried to run away, only to trip over the tripwire he had installed himself, and thus he broke his neck. (When the ghost of Jack is encountered, he'll be telling anybody who wants to listen that he wasn't that bad, and that it is all due to his namesake, a case of mistaken identity, and a judge with serious dyslexia. The ghost normally doesn't answer any questions, and if he does the answers mean nothing.) On top of Goodhill stand the Twin's Festhalls (54). Two large converted barns, with kitchen, bars, and elevated stages, serving all 'group' events. The Twin's Festhalls cater from visiting feasting nobles after a good hunt, to feasting adventurers after a rich find, to feasting locals after a good wedding, to feasting... You got the picture. During summer and autumn they are open all day, when not reserved for any parties. You can get a simple serving of solid food (mostly stew) and drink your local wine or bear. Cheap. Not bad. But it might not be your taste. Everywhere else on the hill you'll find the houses of halflings and humans (49, 50, 51, 52, 53, 55, 56, 57, 58, 59, 60), all white with black roofs, surrounded by neat gardens. The halflings tend to live more underground, using sections of the house for storage. The human inhabitants appear to prefer it the other way around.  

Lord's hill.

The Lord's Hill is mostly covered with grass. On the west side you'll find the Lord's Wood, a patch of wood that's very tempting to caravan's to chop some wood for the evening cooking. Better don't! Not only are you fined with illegal wood chopping, but also you have to pay for planting (and taking care of) a new tree, and that adds up if taking care of a tree takes 25 years... Actually, the only person allowed to chop woods in public areas within Secomber borders is Iljin Tsjorin, a huge man living in his small farmhouse on the South Green (1). He lives there with his wive and two daughters, and takes care of all the public green in and around Secomber. He is allowed to fine people when things go to far, and the town council follows his advice. Several humans and halflings live on Lord's Hill (90, 91, 92, 94, 95, 96, 97, 105). It is at the moment not allowed to build new houses on this hill, as the current commander of the Waterdeep Garrison (Lord Traskar) prefers to have a clear sight from their fortification, as far as possible. (If it was up to Traskar, Lord's Wood (99) would change into another 'Green'.) On the crest of Lord's Hill is the Fort (93), a fortification where the Waterdeep garrison (about 30 soldiers) dwells, lead by Lord Traskar. The garrison trains about a 50 to 100 locals in fighting and basic combat tactics, and some of these (partime) swingswords rent themselves to passing caravans. The wooden palisade around the Fort is being rebuilt in stone. Inside the Fort you'll find three barracks, stables, an excercise field, and a large tower. 2 barracks are in use, the third is currently empty. There's a second palisade inside the fort, set up as a last defense. Inside there are two small towers and a low building containing storage, administration, and officer quarters. There is also a small waterpump. Even though Lord Traskar is an official Secomber inhabitant (in other words: he pays tax) and although he has his own appartment in the High Lodge, you'll often find him here. With his wife and kids back in Waterdeep, there's not much (besides the safety of the area) that appears to interest him in Secomber, and he's not the jolly feasting drinking kind. Being a former adventurer, he does have a soft spot for adventuring bands though... On the east edge of Lord's Hill, nearby No Mercy Lane, Dead End Street and Rumble Market, you'll find the Jade properties. Llana Jade is an half elf adventurer with more enthousiasm than sense. Her parents own the Jade Orchard (89) and the opposing Jade House (88). The Jade Orchard produces the best fruit in the Secomber region. Jade House is an 'extended' farmhouse with a stable, a small pasture and a veranda. It is mostly shielded from inquisitive looks by a stone wall and a row of trees, surrounding the property. Llana Jade rents it from her parents. Big, spacy rooms provide space for Llana Jade's numerous guests, and the Jade Swords (a loose group of adventurers, often changing members, centered around Llana) use Jade House as their home base. The Jade Swords have a habit of bringing back weird items or animals back from adventuring trips, giving the Jade House its second name: Llana's Zoo. (Be aware that some of those animals brought back still live on the Jade properties, and that there's always somebody (or something) around to catch unwelcome visitors.) The South Green and the Green are often used to feed the garrison's horses.  

Rumble Market.

We are nearing the end of our tour, but first we follow Floodway and then No Mercy Lane (87). The lane ends in a fork. If you want to go to the Dip, stay to the right and follow Pool Lane. To go to Rumble Market, you take the right Dead End Street. Dead End Streets ends up on Rumble Market. The names derive from a swift but deadly fight in Secombar many winters ago. One evening a small horde of goblins left the High Moors and crossed the River Delimbiyr in small boats and canoes. They landed on West Floods and wend straight for the city center, killing, burning, destroying everything on their way, and they almost reached the merchant quarters on Rumble Market. Secomber would have suffered a lot of damage, if not for the Hunting Hawks, a band of adventurers that was staying overnight in Secomber. Suddenly several small kegs blocked the way, and a fireball turned former Rumble Street in a dead end. The Hawks stopped the goblin attack, and held them up long enough to give the Secomber militia time to retaliate. Not a single goblin was spared that night. Rumble Market is a mid sized, cobblestoned square. This is where you will find all (semi) official buildings, and most of the merchants. This is also the place to do some shopping... yes... souvenirs are sold over there... The biggest building on Rumble Market is the Town Hall (72). The Town Hall in Secomber is used for many different purposes. You'll find there the Secomber Militia, A small library, the home of the Townkeeper, a meeting room for the town council, the town's archives, a school. Originally, this building belonged to a Waterhavian Nobleman with big ideas and a small wallet. He gave orders to build this, paid in advance, yet to never show up again. So the town now uses it for whatever is of common interest. Ground floor left wing (Floodside) of Town Hall is where the Secomber Militia resides. Only three people are on a permanent payroll. All others are community members that serve in turn. Anybody interested is trained by the garrison of Waterdeep.  
 

The CSSC: the Combined Secomber Shipping Companies.

The CSSC is another project by Kelvin Thyrst, this time together with Theronsten Llothar. Thorensten Llothar is a mage merchant with a disputable past, about which he doesn't like to talk. Sometimes his buisiness methods lack style, but they always improve his position or gain. Theronsten used to own three boats that travelled along the Delimbiyr, and off the cost up to Waterdeep, but several unforeseen events took out two. (One was Theronsten's own fault, though he will never admit that.) Kelvin, looking for ways to improve or forward his harbour plans, saw a possibility and offered the old Merchant a partnership. It's a loose partnership, with both partners keeping a weary eye on the other. All boats operating for the CSSC (one is fully owned by Theronsten, three are semi- independent) use the CSSC for administration, coordination, and repairs. The CSSC has a small office in Waterdeep and representatives in Loudwater, Zellbros and Daggerford. The merchant captains of the boats have to carry all goods the CSSC asks them to, on fixed routes set by the CSSC, but are allowed to do their own bit of trade or transport with the free capacity left.  

CSSC Ships.

The four ships of the CSSC are: The Theronsten Two, captain Baldur Lothar (a nephew of Theronston). A heavy, slow vessel used to transport large amounts or heavy objects. You're not in a hurry when taking this ship. A lot of the work of the Secomber stone cutters is transported using the Theronsten Two. The ship is big enough to travel all the way over sea to Waterdeep, although Theronsten doesn't like to risk his ship in the (infamous but overrated) Lizard Mash. The Unicorn's First, under captain Joanna Dassault. A slim, rather small vessel with just six sailors. It's small enough to be men (or elf) powered. This is the ship that takes care of most 'special' transports, and it has visited the High Forest, Orlbar and Llorkh. Note that the Unicorn's First is the only ship known to have travelled into the High Forest, and return! This ship is too small to take on the Sword Coast. The Dragon's Breath is owned and run by a gnome family FromWayDownUnder. It is relatively new and powered by two Steam Dragonettes (a kind of steam engines build by the priests of Gond) but has run into a lot of problems. The Dragon's Breath is noisy, but the new technology means it doesn't care about faltering winds. Only about failing machinery... Kelvin's plans for Secomber's harbour were exactly what the gnomes were looking for: a place to repair their ship. The Dragon's Breath has done a few Waterdeep runs, but only when accompagnied by the Sailor's Dream. Sailor's Dream is a midsized ship under the command of captain 'Slick' Moander. It's the most profitable ship with the worst administration. Actually, all the penalties keep Moander's profits low, but he doesn't seem to care much. Moander doesn't care much about the Lizard Marsh and travels on a regular base to Waterdeep. 'Skinning some Lizards' as he calls it. He sometimes looses a few sailors on these trips, and adventurers get reduced rates, especially archers and priests... Daily control of the CSSC ships is in the hands of the merchant captains themselfs. Routes, business deals, and general company decisions are made in the Secomber office. All captains have 1 vote, the Secomber town council has one, and Theronsten and Kelvin have each 3 votes. Anybody can 'transfer' his vote to somebody else, who can vote in their place in the CSSC meetings (this is especially important as the captains normally can never attend.). Joan Dassault and the FromDownUnder family have transfered their votes to Kelvin Thyrst, and Baldur Lothar (ofcourse) transfered his vote to his uncle. 'Slick' Moander transferred his vote to the daughter of the Mayor, and sometimes a six year old girl upsets the CSSC meetings by claiming that all of this is so boring, and can she go outside and play now and get that icecreme that somebody promised... Under normal circumstances, the Secomber town council refrains from voting, and doesn't even attend the CSSC meetings. (Neither does the mayor's daughter, but sometimes the Mayor has had enough and needs to enlighten his day.) The CSSC is growing... Theronsten Llothar is considering buying another ship, a new Theronston One. And Kelvin Thyrst is talking to more 'independent operators', and hopes to bring them under the CSSC flag. The problem is: there is just limited demand on the Delimbiyr, so further expansion is almost impossible, unless ships go outside and travel to Waterdeep... You will find the CSSC office on the second floor of The Knee (19) overlooking Big Leg. Kelvin Thryst is known to sleep overnight in his office, sometimes. Nobody dares to disturb him the next morning, when this happens... he has something of a (rather bad) morning temper when he wakes up on his desk...  

Magic.

Those looking for powerfull magic have come to the wrong place. The major wizard of Secomber (Amelior Amanitas) is known to be aloof of visitors, and often out of town. His small house and tower are warded by spells, and the locals take a very dim view of anyone bothering the mage or disturbing his property,, especially when he's not around himself. (Part of the deterrent is Amelior's reputation. Regardless if he's around or not, his creations have a tendency to explode.) However, there is some magic that you can run into.  

Guardstones.

Everywhere in and around of Secomber you will find small, pink colored boulders. Most of them are roughly ovoid without any specific markings, but the surfaces are smoothly polished. These 'Guardstones' are made of leftovers by the Stonecutter's Guild. A warning is in it's place! The inhabitants of Secomber take a very dim view of (unauthorized) people messing around with their Guardstones!

Using Guardstones.

Guardstones are used to mark areas belonging to a certain owner. The stones relate to the owner, and alarm him when 'something unwanted' is happening, such as a house on fire, a thief breaking in, and similar events. (There is no exact description of 'unwanted'. Warnings are given on a case by case basis, differing from person, guarded area, any objects in the area, etc. In general: events that the tuned person does not like. Often: damage or theft of property, tresspassers, etc....) Guardstones have several limitations. In pite of this, almost all houses or gardens in Secomber do have Guardstones. The limitations are: 1. They guardstones can only be linked to one person at a time (only one person receives the warning). 2. A person can only be linked to one set of guardstones at a time. 3. Their reach is limited (about two miles, further away you won't receive a warning). Hoewever, if you are linked to the stones, you will notice it when you enter or leave this range. 4. The area they guard may not be 'fragmented' (so you can't guard two houses in two different parts of town). 5. The guarded area cannot be too big (maximal size depends on the number of stones, and the shape of the area, but a small house plus medium guarden can be covered by four stones). 6. They guardstones don't tell you what is happening. 7. Bringing otherGuardstones into 'guarded' areas blocks both warnings (after sending out a last alarm).. 8. All Guardstones must be of the same 'batch' (they must be created or tuned at the same time). Ofcourse, when something happens that would stop the working of the Guardstones, change the tuned person, a dispell magic, etcetera, the guardstones will send out a warning just before they stop working.

Tuning Guardstones.

Tuning a Guardstone to a specific person is remarkably easy: first you collect the stones you want to tune, and cast the first level spell 'Tune Guardstones'. That's all. Amelior's Tune Guardstones. 2nd level wizard spell, Abjuration / Evocation. Range: 10 yards, touch Components: V,S,M Duration: permanent Casting time: 1 round per stone Area of effect: 2 stones + 1 stone per level caster Saving: none This spell tunes a number of guardstones. (The 'tuned' stones will send their alarm to the specified person.) The material components needed are the stones. These must be roughly round, made of granite or marble, with a smooth polished surface. A good guardstone weighs about eight pounds. The first person touched by the spellcaster, after completion of the spell, will be the person the stones 'tune' to. Guardstones can be any size, but larger stones take more time to enchant. All Guardstones must be tuned in one 'batch'.

Creating Guardstones.

The process of creating Guardstones is simple, yet not completely without risk. The original spell was devised by Amelior Amanitas. His original version created 'exploding' guardstones, something his gardener didn't like. Amelior managed to tune down the nature of the alarm, yet during creation the stones still may go 'boom'. (This is why most mages prefer not too enchant too big stones, or too many stones at once, or even create Guardstones at all...) Only the normal Create Guardstones spell is well known by the mages in Secomber. Both other variatons are only known by Amelior himself, and perhaps some of his apprentices.

Amelior's Create Guardstones.

4th level wizard spell, Alteration. Range: 10 yards. Components: V,S,M Duration: permanent Casting time: 1 round per stone Area of effect: 1 stone per level caster Saving: special This spell creates a number of guardstones. The material components needed are the stones. These must be roughly ovoid, made of granite, with a smooth polished surface. Guardstones can be any size, but larger stones take more time to enchant. All Guardstones must be created in one 'batch'. After creation, they still have to be 'tuned'. There is a 5% chance per (normal sized) stone that the spell fails. If this happens, each stone in the batch explodes, causing 1d4 damage to a person within 20 yards. In other words: enchanting 4 stones means there is a failure rate of 20%. If the spell fails, each (normal sized) stone inflicts 1d4 points of damage. Spread the damage if more people are within range of the exploding stones.

Milestones.

Amelior's Create Milestones. 5th level wizard spell, Abjuration / Evocation. Range: 10 yards. Components: V,S,M Duration: permanent Casting time: 1 round per stone Area of effect: 1 stone per level caster Saving: none This spell creates a number of Milestones. Instead of warning a 'tuned' person, these stones explode when something 'unwanted' happens, each stone causing 1d4 points of damage to individuals within reach (spread damage over multiple characters). Although the damage is not extremely large, the explosion can be heard for a mile around (hence the name). You cannot 'tune' Milestones. Only the creator can move the stones around. Obviously, the stones will only explode one time. Milestones are not 'linked', and a person can set up as many milestones as he likes. Milestones can be dispelled. Further details as in the Create Guardstones spell. Rollingstones.

Amelior's Create Rollingstones.

6th level wizard spell, Abjuration / Evocation. Range: 10 yards. Components: V,S,M Duration: permanent Casting time: 1 round per stone Area of effect: 1 stone per level caster Saving: none This spell creates a number of Rollingstones. This is a variation on Amelior's Milestones. Instead of exploding, all stones involved start rolling around for four rounds. Anybody stepping on a stone (throw an ability check for dexterity every round) will fall down. (Make saving throws for all items carried, spells will fail, etc.) If large boulders are enchanted, these will roll over the targets, causing additional damage. During the first three and a half minute, a wave of noise will sweep over the area. During the last thirty seconds of the spell, you will hear a lot of people applauding and cheering while the stones return to their original positions. Nobody knows why. You cannot 'tune' Rollingstones. Only the creator can move the stones around without triggering them. Although the stones will return to their positions, they will only roll one time per day. After 'rolling', the stones can be destroyed, moved, or the magic dispelled. Further details as in the Create Guardstones spell.
  Прямо рядом с Высокой Пустошью, на северном берегу реки Делимбийр рядом с Бегом Единорога, расположен маленький города Секомбер, находя¬щийся на границе Севера и поселений Западного Сердцеземья. Построенный на руинах Хастарла, столицы древнего королевства Аталантар, Секомбер - тихое место, где фермеры и рыбаки занимают¬ся своей работой, а местные жители нанимаются в помощь на охоте или рыбалке, или в качестве проводников по здешним местам. Опытные гиды, которые хорошо знают Высокую Пустошь и могут провести мимо множества ее опасностей и племен,  
  • здесь не редкость, судя по тому, как часто предла¬гаются их услуги. Местные каменотесы, в основном происходящие из небольшого клана дварфов, добы¬вают розовый гранит из скалистых стен северной оконечности пустоши..
  • Этот город фермеров, рыбаков, пивоваров и каменотёсов раскинулся на трёх холмах неподалеку от места, где встречаются Бег Единора и река Делимбийр. Под этими холмами пролегают руины, что ранее были частью Аталантара - сгинувшего королевства. Горожане передалили погребенные руины под подвалы, кладовые и укрытия. Секомбер находится под гнётом гоблинов Уршани, что засели в Больших Торфяниках и требуют дани несколько раз в год. У Секомбера нет защиты против Уршани. Его жители дают хобгоблинам еду, домашний эль и руду в обмен на свою свободу. Все эти поборы истощили население.   This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills lie ruins that were once part of Athalantar, a bygone kingdom. The townsfolk have turned the buried ruins into cellars, larders, and shelters.   Secomber is under the heel of the Urshani hobgoblins, who dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Ur¬shani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The hobgoblins' demands have left the community impoverished.  
    Show spoiler
    SUGGESTED ENCOUNTER   The characters arrive to find two cloud giants named Nirva andJaral sitting in the middle of town, listening to townsfolk talk about the founding of Secomber and the ancient kingdom of Athalantar, on whose bones the town was built. Despite their intimidating size, the gi¬ants (who are neutral good in alignment) mean no harm. They recently found an artifact-half of a giant-sized vase-in the High Moor, and they're widening their search for other evidence of a cloud giant castle that crashed in this area thousands of years ago. Nirva and Jaral are siblings on a quest. They want to elevate cloud giants (and themselves) to the top of the ordning by finding maps to ancient Ostorian ruins and long-buried treasure vaults. The castle they seek is rumored to hold maps that could prove useful in their search.   Nirva and Jaral try not to overstay their welcome.   After listening quietly to the locals' stories, they bid the townsfolk farewell and fly back to their castle, which has landed in the High Moor (and is obscured by fog). The castle has another ten cloud giants aboard-guards loyal to Nirva and Jaral. If the characters question the cloud giants about their motives, they summarize the in¬formation in “The Ordning” and “King Hekaton and His Daughters” sections in the introduction. They also tell characters to beware of Countess Sansuri, an evil cloud giant lord who equates “small folk” with vermin. They don't know the location of her castle
     

    Secomber

      This village of 900 folk rests on the northwestern bank of the confluence of the Unicorn Run, the cool, clear river that runs down from the mysterious heart of the High Forest, and the Delim- biyr, the watery road to the eastern wildernesses of the High Frontier. Sec- omber stands on three hills, atop the western fringes of a once-mighty city that was, if legends are true, the proud capital of the long-ago human realm of Athalantar, Kingdom of the Stag. Folk digging cellars in Secomber usually turn up old cobbles and stone walls. Inadver¬tently freed gargoyles are a fearsome, recurring problem, but sometimes mag¬ical treasures are unearthed. The fallen city is said to have been ruled by mages.   Secomber is a peaceful, rather bor¬ing village of fisherfolk, farmers, stone¬cutters, and hired guides and guards for the frequent caravan traffic. The holdings of the farmers fan out north¬west of the village, and the fisherfolk make a meager living spearing and drag-netting fish and freshwater crabs from small skiffs on the two rivers. The stonecutters manage a decent living quarrying slabs of pink granite from the cliffs that mark the northern edge of the High Moor.   Roughly half of all Secomberites are human. Almost as many are halflings, whose low, garden-adorned homes make the hills of the village seem more a terraced estate than a settlement. The remainder of the citizenry are a few dwarves of the Ironeater clan and a scattering of gnomes and moon elves.   Secomber has a garrison of 30 soldiers provided by the Lords’ Alliance. They dwell in a small palisaded fort atop one of the hills and train a hundred or so locals in swordwork and rudimen¬tary tactics. Many of these swingswords hire out as caravan guards.   The garrison is led by the Lord of Sec- omber, Traskar Selarn, a ranger of some fame. The garrison patrols the farmland and vicinity diligently, capably dealing with the few orc and bugbear raids that get this far west. If it has to defend the village, pitched battles in the tree-girt, unfortified hills are likely but the defenders will be aided by an iron golem and two stone, beast-headed, winged golems provided by the mage Amelior Amanitas—and by the mage himself if he’s at home. The winged golems look rather like giant gargoyles, but can’t fly.   Lord Traskar has made sure that adventurers are welcome in Secomber, and many adventuring bands use the vil¬lage as a supply base for treasurehunt¬ing forays. Secomber is also known for its gardens and eccentric architecture.  

    The Seven-Stringed Harp

      Tavern   This tavern stands at the meeting of two winding lanes in the lowest spot in town, which is beside a horse pond in the center of the bowl between the three hills Secomber is built on. It is a ramshackle, sprawling building of many wings, varying roof sections, and little bay windows and cupolas. It’s easy to get lost inside, what with all the alcoves, the general dimness, odd steps up and down, and the prevalence of odd pieces of furniture and old tapestries salvaged from half a hundred old   Waterdhavian villas. Locals come here to meet and chat. Merchants come here to do business and to hire guards. It’s a hard spot to miss. It has a huge hitching rail outside, overlooked by a floating, glowing, faintly playing harp. The harp is not an item, but a permanent spell created by local mage Amelior Amanitas. It’s not solid, and can’t be disturbed.   The Place   Cramped and crammed with com¬fortable but mismatched furniture, this place sports low ceilings, lots of odd corners, and a servants’ passage that branches out in all directions from the bar, its entrances hidden by tapestries. Beware when chatting,    lest you be overheard by someone standing behind the nearest tapestry. (Suddenly thrusting blades through a tapestry to discourage listeners is considered bad form.) The Harp is dimly lit by a few wandering, blue- hued driftglobes. Its layout consists of many passages and rooms open¬ing off a central taproom.  

    The Prospect

      This tavern is a place of pilgrimage for many minstrels and bards in west¬ern Faerun. It’s famous as the place where “The Ballad of the Dream Weaver” was first heard. There’s rarely a night without three to seven bardish sorts in attendance, playing for free, as tradition demands. Their presence makes this a noisy—but   thankfully melodic—place. It’s a fasci¬nating place to watch people, too, with adventurers, pipe-smoking halflings, dancing gnomes, and gam¬bling elves on all sides—but it’s not a quiet place to relax or a place to con¬duct business best kept private.   The Provender   The staff of the Harp tends to be of the young, female, beautiful, long¬haired, graceful, would-be-harpist sort. These lasses cheerfully serve out kegfuls of drinkables, salted biscuits spread with snails or smallfish (if you order them so), and gurdats (pan¬fried and pepper-spiced mushrooms rolled in melted cheese). These are served with a white, cool, minty wine, if requested.  
    I cast my net in the sea of night   And bring back a catch of glittering dreams.   Which will you have, proud lady, laughing lady?   This bright one, perhaps, or that?   Gleaming silver-blue, winking at you   With its own mysterious, inner light,   It is so beautiful.   Yet so is that one, and that, and this, too.   I cannot choose.   Take them all.   Take them all!
    — Talanthe Truesilver, Bard, "The Ballad of the Dream Weaver"
     

    The Prices

      Ale is 3 cp per tankard (large, battered pewter things, not meager cups), stout is 5 cp per tankard, and minty wine and local aszunder are 6 cp per tallglass. All other wines are 8 cp a glass or more.   All servings of provender are 1 sp a plate. Most patrons will find a plate makes a light meal. Two plates would serve as a nice, but unspectacular, eveningfeast. Ale can also be ordered by the hand keg, at 6 cp. Throwing hand kegs in the taproom is frowned upon.  

    Travelers' Lore

      About 40 winters ago, this tavern was just as ramshackle, but lacked its name and wide reputation. It was then called simply the Stag. Then a young, half-elven lady bard by the name of Talanthe Truesilver sat down in the taproom one night and performed a ballad that has become one of the most famous and widely performed songs in all the Realms.   Today, minstrels use “The Ballad of the Dream Weaver” as the long heart of a set of songs and as a sort of latest rumors compilation, adding favorite legends, strange sights they’ve seen, and the like as verses. Patrons of the Harp are proud that it was heard here first.   

    The SiNgiNg Sprite

      Inn   This inn faces the Seven-Stringed Harp across a rather muddy meeting of lanes. The Sprite is a slate-shingled, many-gabled, solid-looking stone building that is cold and damp in winter, and warmer and damp in summer. Its pleasant staff sets the tone for your visit, and it offers meet¬ing rooms for hire (that Secomberites use constantly) and a superior feast¬ing board. The innkeeper on duty is Heverseer Windfeather or one of his three brothers—they take shifts.  

    The PLace

      The Singing Sprite is named for Lath- iril Shrune, the long-dead wife of its builder, a human wizard by the name of Ganatharas. She was a sprite, and sang atop tables to the delight of patrons. The present owners, the gnome family of Windfeather, don’t go in for such performances—not with the Harp right across the road.   The inn has stone walls slathered with cream-colored plaster and hung with tapestries that look as if they once did service on some colorblind Calishite’s harem beds (and probably did, too). The floors are dark, pol¬ished duskwood—just the thing for sliding the length of a hall on one’s behind if one isn’t careful, and apt to creak when one is walking about late at night with a crack a loud as any arquebus. The furnishings are old, massive, and comfortable—and every room comes with its own portable   (portable by two strong people, that is) polished copper bathtub.   The centerpiece of any stay at the Sprite, however, is the common din¬ing room: an airy, plant-hung cham¬ber with large windows overlooking the intersection outside. Most guests get very used to it—and do so gladly.  

    The Provender

      Food at the Sprite is a treat. The dining room never closes, and it serves some dishes that make my mouth water just remembering them. Foremost of these is a dish known as Three Crabs. This, naturally enough, is three soft-shelled green river crabs yielded up locally by the Delimbiyr. These are served whole, with only the eyes, mouth, and stomach removed. Cooked in fat until golden brown, they face each other on a round toasted loaf of flatbread that has been spread with chopped greens and a white sauce of cooked leeks and garlic, parsley vinegar, and beaten egg yolks.   The light side dish that usually accompanies everything else in this din¬ing room is A Trio of Trumpets. This is a plate of three fried, crisp crackers, each as long as a human’s hand. These trum¬pets are horn-shaped crackers stuffed with melted white cheese, chopped nuts, and fried mushrooms.   Roast lamb, venison, and beef make up most of the dishes at the Sprite, but there’s another surprise not to be sneered at: a truly revolting- looking dish known as the Hungry Knight. The Hungry Knight is a plate of flatbread rolls stuffed with chicken    livers fried in garlic butter, and gar¬nished with diced pepper potatoes and dill. Its savor is wonderful!   I often rose from my table groan¬ing, while the stout, beaming gnome servers urged still more food on me. I persuaded the cooks to let me set down the plainest of their recipes, for fowl stew, because they do this stan¬dard fare so well.   At the Sprite they use damaged birds and leftovers for this stew. After speak¬ing with the cooks for the time it took them to empty three bottles of wine (not long, I assure you), I can add the following note to this recipe: The other seasonings referred to are most often parsley, pepper, garlic, and salt.   Whole fowl, however, are usually spitted, crisped over an open fire, and then simmered in broth until needed for serving. Then they are drained, put over flames again briefly, and served on a platter drenched in warm cream and accompanied with steamed greens (bought for 1 cp per basket from citi¬zens of Secomber, most of whom have lush gardens). Some of the cooks add snails, oysters, or chopped nuts to the cream as it is warmed.   This cooking method can also be applied to the heart, lungs, liver, and innards of venison and boar. Take care to chop them finely and cook long enough, stirring and adding wine as necessary, until the bits are all softened and much turned to gravy.   I’ve heard this same cooking    method can serve for giant eagle, though it dries out easily, and three or more eggs should be cracked and drained into the pot during the sim¬mering. The dark flesh of the eagle emits a brown foam when cooking, which is the fat that keeps it warm aloft. Skim this off when it appears, and when no more is seen, it is done.  

    The Prices

      Mead, milk, and wine are all 2 gp per tallglass, and ale is 6 cp per tankard. All platters and stew bowls are 7 gp, but this includes two tallglasses or tankards, hot rolls with butter, and biscuits. These side dishes are enough for a servant to dine on while the master polishes off the main dish.   Rooms are 10 gp to 17 gp per night (varying by size and location), which includes hot baths, clothes-mending services, and stabling.  

    Travelers' Lore

      The Sprite has several secret rooms (actually storage closets), which the innkeeper allows guests to use for 1 gp per night. One of these rooms has mys¬terious chamber network maps (trea¬sure maps?) scratched on its walls. The Windfeathers charge 5 gp to look at these, and they claim they show cham¬bers in a lost dwarven hold somewhere nearby— just where, they’re not sure. The hold, Firehammer Hold, is said to hide rich treasure. The dwarves all per-ished through disease.  
          Прямо рядом с Высокой Пустошью, на северном берегу реки Делимбийр рядом с Бегом Единорога, расположен маленький города Секомбер, находя¬щийся на границе Севера и поселений Западного Сердцеземья. Построенный на руинах Хастарла, столицы древнего королевства Аталантар, Секомбер - тихое место, где фермеры и рыбаки занимают¬ся своей работой, а местные жители нанимаются в помощь на охоте или рыбалке, или в качестве проводников по здешним местам. Опытные гиды, которые хорошо знают Высокую Пустошь и могут провести мимо множества ее опасностей и племен,
  • здесь не редкость, судя по тому, как часто предла¬гаются их услуги. Местные каменотесы, в основном происходящие из небольшого клана дварфов, добы¬вают розовый гранит из скалистых стен северной оконечности пустоши..
  • Этот город фермеров, рыбаков, пивоваров и каменотёсов раскинулся на трёх холмах неподалеку от места, где встречаются Бег Единора и река Делимбийр. Под этими холмами пролегают руины, что ранее были частью Аталантара - сгинувшего королевства. Горожане передалили погребенные руины под подвалы, кладовые и укрытия. Секомбер находится под гнётом гоблинов Уршани, что засели в Больших Торфяниках и требуют дани несколько раз в год. У Секомбера нет защиты против Уршани. Его жители дают хобгоблинам еду, домашний эль и руду в обмен на свою свободу. Все эти поборы истощили население.     v
    Secomber         Boris Ruler: Boris, the 'Lord Baldhead', Baron of Secomber, Shadoweir of the Green Regent, Warden of the West, Knight of Loudwater. Vassal to Lady Moonfire the High Lord of Loudwater. pop. 1090 in 1483 DR; previously ca 1500. Dominion Confidence Level: Healthy (+4%) The small, palisaded town of Secomber lies on the north bank of the Grayflow some 65 miles downriver from Loudwater as the crow flies, a long day's journey by river downstream, or three days upriver by boat. Secomber lies just west of the Unicorn Run river where it flows into the Grayflow. The Unicorn Run is crossed here by the Old Bridge & New Bridge that join the land to a small river island, 'The Tear'. Directly south across the Grayflow lies the northwestern extremity of the High Moor. To the north, along the Secomber Trail is the ruined village of Uluvin. In recent years Secomber has suffered greatly from the raids and extortions of savage High Moor hobgoblins, the Urshani 'worg brothers'. Adventurer bands who have entered the High Moor to deal with the Urshani have not returned. However, on New Year's day 1480 DR a band of twenty warriors, the 'Baldheads' arrived in Secomber, promising to deal with the Urshani threat, and had the people withhold their monthly tribute. Ten days later, when the Urshani horde crossed the Grayflow on their rafts, they were ambushed by the Baldheads and Secomber militia. There was a great slaughter, forty hobgoblins and three worgs slain at a cost of three 'Baldheads' - less than a score escaped back across the river with tails between their legs. The grateful people of Secomber have proclaimed the leader of the Baldheads their new Lord, and he has promised to protect them from all threats. In late M6 1480 DR Boris aided the Graywood elven ranger Ardan to defeat a vampire lord infesting the ruins of Uluvin, north of Secomber. In M1 1483 DR Lady Moonfire appointed Lord Boris the General of Loudwater, and he commanded a 500-strong force in victory over the frost giants of Clenderi at Llorkh, aided by the Tigerclaws under Prince Konn. Boris exploited a brilliant pincer movement to trap the giants between his army and that of Llorkh commanded by his daughter, Ser Kitana. In the aftermath there was some reconciliation between the pair. 21/M6 1483 DR at the Midsummer Ball following various heroic endeavours Lord Boris was named by Lady Moonfire as Baron of Secomber and Warden of the West.     Secomber NPCs   Shera, Forestarm of the Green Regent http://www.miniature-giant.com/Images-Reaper-Miniatures/65046.jpg Boris, the Lord Baldhead of Secomber Lord Boris (1435-), bald. The bombastic and ambitious Baron of Secomber and Warden of the West under Lady Moonfire, the High Lord of Loudwater. In M4 1480 DR he engaged to Priestess Shera, wedding 21/7. Former bandit warlord king of Llorkh, expelled by the usurper Esme and his own daughter Kitana. He is now a Shadoweir (Forest Knight) of the Green Regent. Boris' first child by Lady Shera, a daughter born 1482 DR, was named Lirael after Lirael, Baron Warden of the North. Lady Shera (f) (1442-), auburn hair. Devout Forestarm (Priestess) of the Green Regent, also Mielikki & Silvanus. Lonely since her first love died many years ago, Shera's life was changed when Lord Boris converted to the Faith of Mielikki under the influence of the Green Regent and Shera spent many long hours tutoring him in the Faith. She fell in love, and became Boris' fiancee M4 1480 DR, married by the Regent 21/7/1480 on the banks of the Unicorn Run, the day the Heroes of Loudwater returned to Faerun after closing the Death Cyst. Shera wears a tiara gifted by the Green Regent - new sapling and leafy growth from the grove of Milekki forms a small, demure tiara, with a small gemstone in the rough likeness of a unicorn. Since becoming Boris' fiancee, then wife, and a Forestarm of the Regent, Shera has embraced a minimalist approach to clothing.   Valtar (1445-), shaven head. Boris' tall, black-clad long-time loyal lieutenant. A skilled scout and spy. In early 1480 DR he uncovered the Najaran wereserpent spy Lyath in Loudwater. Was Lord Boris' 'Best Man' at his wedding to Priestess Shera. Crox - white bearded, money-loving dwarf master weaponsmith/blacksmith.   Martha of the Secomber Inn Old Jake (1408-), Secomber's Alchemist-Apothecary. Martha Ilsharen (1440-) the Innkeeper (f), sturdy blonde owner of the Secomber Inn. Shera's 'Bridesmaid' at her wedding. Martha's husband Jhirim Ilsharen husband died years ago (1470). She has a teenage son, Varis (1465-), fair haired. Niria (f), (1455-), brunette. Boris' ex (as of M4 1480) girlfriend, a former maid at the Lord's Hall, now a serving wench at the Secomber Inn. Not very happy.   Fiercehorn the Dusk Unicorn: This large, bearded male unicorn guards the banks of the Unicorn Run, assisting loyal followers of Mielikki and smiting evil. He is a leader among his kind.  
      Secomber. Secomber has always been a small sleepy town in the middle of nowhere. In Delimbiyr vale, to be more precise, there where the Unicorn Run flows into the River Shining (River Delimbiyr). Secomber is mostly a town of farmers, stonecutters, and fishermen, and a welcome moment of relief for adventurers wandering the High Moors to the south. It's also a place where caravans can hire guards and guides. Usually the same adventurers but now in need of a little 'safer' income, or some bored locals looking for a chance to 'break free'. The most important feature of Secomber is the bridge, which allows travellers to cross the river without getting their feet wet. Caravans too large, too greedy, and the occaisional warband and / or adventurer group (both with a desire for stealth and sometimes hard to discern between) often opt to cross the Unicorn Run a bit farther to the north. During summer the Unicorn Run can be crossed by wading. In the deepest of winter one can try and walk over the ice, as parts of the Unicorn Run may be completely frozen. The ice is known to be treacherous though. Secomber has three remarkable features: the high number of halflings living here, and the fact that sages and mapmakers cannot decide on Secomber's size and if it belongs to the North or the Western Heartlands. To the inhabitants it doesn't really matter. They are (mostly) content with the current situation. Then there's Amelior Amanitas.   Population. Secomber has between 200 and 1600 inhabitants, depending on your way of counting and if you are given to exxagerating. It's less than 200 if you only count Dip and Rumble Market. It's about 200 if you count the number of official licenses to cross Secomber's bridges. (Which equals to paying tax i.e. be a 'citizen'.) Including non-citizens, and according to official data from the garrison around 300 individuals dwell in Secomber Town on a permanent base. Another 50 to 100 live here temporary. Among these you'll find most of the Waterdeep Garrison which size varies with the season and the number of incidents. (More about that garrison later, as it doesn't exist...) About 800 people live in surrounding hamlets. Some hamlets may act as if they are independent of Secomber (and have their own laws), while a lone settler along the Unicorn run could proudly claim the protection of the Secomber militia and the Waterdeep Garrison. They could be both wrong or right, but it always pays to be careful, in case some part of their claims is true. Complicated? Confusing? Yes. Just be practical about it. Especially keep in mind that most elven strongholds (fortified farms) north of Secomber are more or less independent, even though some of them pay taxes and thus can claim Secomber's protection. Be careful who you visit (or offend!) as the law (their law!) might not be on your side. And by default it isn't, because the garrison can't be everywhere all the time, and the local constables are known to spend essential hours in essential locations (read: inside Secomber's borders, or to be more precise: at the bar of The Oar, tanking ale). Roughly half the inhabitants of Secomber are human (45%). A surprisingly large group of halflings lives here as well (40%). The remainder consists of dwarves (5%), elves (5%), gnomes (5%) and one pixy. Again, everybody disagrees on these numbers, even the pixy who claims she counts for two. Lately the number of gnomes has been increasing. The few elves are mostly visitors or temporary residents with their real home somewhere in the hamlets north of Secomber.   Floodside and Dipside. There are two 'special' directions in Secomber... (Well, there are more, but two are rather distinctive.) Besides using terms like 'north, south, east, west' the inhabitans of Secomber have adopted two additional terms, called 'Floodside' and 'Dipside'. The meaning is rather simple, but can be confusing to newcomers. 'Floodside' means the side of, or in the direction of the bridges or 'The Tear' in the middle of the river. 'Dipside' means in the directon of 'The Dip'. Asking for directions doesn't always work, especially when some helpful halfling tells you to 'go Dipside, Floodside, and head for the Flanks, can't miss'. Going to Secomber. The obvious way to go to Secomber is to follow the Secomber Trail from Uluvin, or the Delimbiyr Route from Laughing Hollow or Zellbros. Some travellers cross the High Moors, but this is not advisable.   By caravan... Secomber is spread out over three hills, build next to the River Delimbiyr. Coming from the east you will first pass a few hills, supposedly containing the ruins of the capital of the long fallen human realm of Athalantar (11), kingdom of the Stag. Extensions of this old city should have covered the hills where Secomber is now located but little has remained. Sometimes, when a new building is raised in Secomber, old cellars or walls are found and inadvertently freed gargoyles and the accidental ghost are known to cause some problems. The hills have been explored intensively by locals and roaming adventurer bands but not much has been found. There are many stories and claims but few have been confirmed. Still most caravans prefer to cross the river and camp nearby or west of Secomber.   Continuing over the Delimbiyr route you'll approach a section of marsh alike, often flooded land, called The Wet (between 9 and 10 on the map). A small stone tower stands here guarding the entrance to the New Bridge. Soldiers with disciplinary problems are often send to The Wet for some extra guard duty. In the summer the area is invested by bugs, in the spring and autumn it's damp and wet and uncomfortable, and in the winter the cold winds from the High Moor to the south cross the river and attack the little tower without any mercy. Yes, it's cold then. Note the large metal statue (163) nearby Skipper's Ave (6). This is actually not a metal statue, but a metal golem created by Secomber's Mage, put there to protect the town. The wooden New Bridge (9) has been built by early rulers of Waterdeep. After ever so many years of lacking maintenance and cheaply executed repairs, and subject to the irregular fireball by mages fleeing from the ruins or the moors, it has become quite unreliable. The stone Old Bridge (8) dates further back, and details have become vague as to whom build it. The bridge must be partially enchanted, because repairs are minimal and seldom necessary, and spells mostly fizzle when casted on or nearby it. That even a magical bridge can detoriate over time is proven by the Stump, a remnant of a section of the Old Bridge that has been washed away in the Delimbiyr currents. The Stump is a favourite hangout for old man fishing (and telling tales). They also like to sit there and watch courageous travelers pass over the rickety New Bridge. The halfling Kelvin Thyrst happily charges anybody crossing the bridges. He made a deal with the town council four years ago, and has started preperations for repairing or rebuilding the New Bridge. People using the bridge often can buy a permit. People officially living in Secomber pay nothing (well, it's included in their taxes) and officials from Waterdeep (if they can prove to be such) pass for free as well, since Waterdeep delivered a garrison of 30 soldiers to protect Secomber. The small town militia (not the garrison from Waterdeep) assists Kelvin in inning the fees. The town council sees the bridge as a strategic asset to the community (read: more tax income). Most people assume Kelvin is loosing money on these bridges, but he's about to break even, and is actually planning a rebuild in stone of the New Bridge, called the New New Bridge. You can see a model of the New New Bridge in the mayor's office. Just before you pass The Wet and cross the New Bridge and the Old Bridge, you can see the remnants of another bridge, plunging into the River Delimbiyr, towards the High Moors. This is another Kelvin Thyrst project, but he ran out of gold or of interest before it was finished, and most of the (partially completed) bridge has been washed away since then. Most people call this 'The Gold Bridge' (10) or 'Kelvin's Doom'. The halfling has stated in public, and more than once, that one day this new bridge will bring new prosperity to Secomber. The question is: what would people want from the High Moor, besides some blocks of pink granite? And who would use this bridge, except the occasional band of adventures, venturing into the High Moors? (Sometimes to be never seen again.) Yet odds or logic have not yet stopped Kelvin, and if he stays alive long enough that bridge will come. And who knows. Kelvin's plans sometimes do work out...   After passing the bridge you can turn right towards Secomber's small harbour, or you can follow the road, over Floodway (5) and Halfling's Causeway (4) to continue on the Delimbiyr route to the west. Caravans that (want to) camp nearby Secomber are kindly advised to do so southwest of the town, on the relative flat area between the Slush and Lord's Hill (2). Large caravans are not welcome to camp inside Secomber itself, nor next to Floodway or Halfling's Causeway. Smaller groups can park their wagons between dawn and dusk on the Daycamp (7) nearby Mercy Lane and Skipper's Ave. Sometimes the militia or the garrison may relax these rules a little, especially when too many brigands, highwaymen, or roaming bands of goblins are active in the area and bothering travellers.     North and South... Except for some farmers from the hamlets nearby few people arrive from the north. If any, these are adventurers or visitors from the High Forest. A rare event. More people depart to the north (over land to the High Forest) or south (by boat to the High Moors) than ever come back... But if you are eager, to the north: enter Secomber, go to Floodway, turn to No Mercy Lane, follow Pool Lane towards the Dip. There you'd best drink a few in The Seven Stringed Harp (as these could be your last) and then you follow Pool Road to the northeast, followed by North road... To the south: go to Floodway, walk along the river bank northeast, you'll pass Skipper's Ave, cross the Troll Bridge. You're now in the harbour. At the end, overlooking Big Leg, is The Knee. It's not as good as The Seven Stringed Harp, but then again your chances to return form the Moors might be better than returning from the High Forest... There might be some small boats nearby Skipper's Ave or Dead Leg, belonging to fishermen willing to help (for a small fee, of course). There is also a sort of ferry that takes of from Big Leg. It is used to fetch the pink granite that the stonecutters use, and visits the Moors three to five times a week. There's always space for adventurers willing to protect those foraging for the pink granite in the High Moors. So you could not only get a free ferry, but get payed for it as well. Sometimes there's a boat nearby The Gold Bridge, waiting for adventurers coming back from the High Moors. It's expensive though. If there is one at all. But if you are in a hurry, you can of course afford to pay...   Areas. Secomber itself is built upon and between three small hills. Southwest there is Lord's Hill or Lordshill, northwest is the High Hill or Highhill, and to the east there is Goodhilll. Lord's Hill is where you will find the garrison from Waterdeep. The south foot of the hill is encircled by brambles. (And a hidden trench directly behind it. A cheap, yet very effective method of defense.) South of Lord's Hill you'll find the Halfling's Causeway and the Slush. The Halfling's causeway is an attempt to stop the erosion of the hills by the River Delimbiyr. The Slush is a small, nasty swamp that needs to be cleaned up on a regular base. The whole area from West Floods up to and including the Slush is often called Westbank. Goodhill, to the east, is mostly covered by the low, wide, half burrowed houses of halflings. East of Goodhill you'll find the Unicorn Harbour, Secomber's only harbour recently being rebuilt by the never tiring Kelvin Thyrst. Nearby is Harbour Hill, an artificial hill with Secomber's only mill. The Flanks are close to Harbour Hill and this is where most of the Gnomisch community lives. High Hill is not the highest place in Secomber (actually, Lords Hill is). On the top of High Hill you'll find Secomber's most famous individual, Amelior Amanitas. (Note that Kelvin Thyrst might dispute this statement, so would the elected mayor, at least during his / her term.) In the south section of High Hill you'll find Shorty's Groove, the place where Secomber's Dwarf community dwells. This (former) mine has been extended into several underground houses and shops. Right in the middle of the three hills you'll find the two most urban areas, Rumble Market and the Dip. Rumble Market is the market place for Secomber. It is surrounded by most shops and 'official' buildings in Secomber. A bit further north, on the lowest part between the three hills (hence the name) lies the Dip. It's the name of the area, and the name of the pond. Some people try to call it 'Swan lake' but there haven't been many swans lately.... (actually none) so that name is not very popular (and probably never will be). The Dip is where you find the Seven Stringed Harp, a well known tavern all over the North and the Western Heartlands, at least to bards.   Westbank. Westbank, the area from the west going Delimbiyr route up to and including West Floods (6) and Skippers Ave, is all that hurried passersby's will see of Secomber. In the south there is the foul Slush (3), a swamp that seems to gather all evil that washes up on the shores of the River Delimbiyr. Caravans don't like it, but this (2) is about as close to Secomber as they are allowed to camp and stay overnight. The Halfling's Causeway (4) protects Secomber against extreme erosion, caused by the bend in the Delimbiyr River. Even though the river is not flowing that quick, the relentless masses of water were slowly eroding this part of Secomber. The halfling's causeway was originally built by the first halfling immigrants in Secomber, to show their good intentions. Kelvin Thyrst claims that there was a relative of him involved. Looking at the scope of the project: no doubt about it. Following Halfling's Causeway is Floodway (5). This is the place to stroll along with your loved one on a warm summer eve, looking out over the West Floods (6) and Delimbiyr River, with the last fishing ship coming home. On Floodway, you can turn left into No Mercy Lane (also known as Goblin's Splat) and go into Secomber. Or you just walk on towards the Daycamp (7). The Daycamp was the former camping place for caravans, but not anymore. Some of the caravans made a mess of nearby Secomber, cut down all the trees in their surroundings, and, in general behaved like unwelcome guests. This is why nowadays it is illegal to stay overnight in Daycamp. However, if you are passing through Secomber, and you would like to do some quick shopping, you can stay here from dusk to dawn. For a small fee, of course. An overnight stay is not allowed, no matter how much you offer. There's a shack where you they can buy wood and coal, and there's a small (sometimes even occupied!) guardhouse. The Daycamp is surrounded by a low (2 foot) wall, and some people whisper that it is actually a ward in disguise. That may be true and might be the reason why some caravan leaders choose to stay outside Secomber and not risk any 'northern' magic. A special exception is made for Waterdeep troops.   Skipper's Ave. An extension of Floodway is Skipper's Ave, running parallel to the Floodway from Woodlength to Troll Bridge. (18). (Thingz for Boatz (23) is not considered part of Skipper's Ave, but part of Unicorn Harbour.) On Skipper's Ave you'll find a lot of small houses huddled together, the middle ones leaning against one another. Fisherman live here (165, 166, 167, 168, 171), but here you'll also find Kurgen's (169, 170) and The Oar (172). Note the metal statue at the beginning of Skipper's Ave (163) nearby Woodlength. It's a public secret that this is actually a metal golem, controlled by Amelior Amanitas, or by the Waterdeep garrison when Amelior is out of town. The town council has requested Amelior to transfer control to them if the wizard is out of town which makes him smile and simply ignore the request. Two houses on Skipper's Ave (169, 170) form a single shop. It is run by Ferdy Kurgen, an older, slightly stooped yet still tall man. Ferdy came into town twenty years ago or so and opened shop. He hasn't left Secomber since. Most first time visitors of Secomber won't even notice that there is a shop here, as Ferdy Kurgen mostly provides the locals. There's not even a sign out front. (Rumour has it that he's an immortal in hiding. Ferdy doesn't look much older since the day he arrived. A few enterprising thieves literally lost their heads when the old shop owner grabbed a hidden sword from under the counter and decapitated the miscreants. The last building on Skipper's Ave is The Oar (172). This small, dimly lit tavern mostly caters to fishers and the few sailors, and it doubles as the unofficial office of the two constables who are the law in Secomber. When they are sober. The Oar's single room is almost divided in two by a long, two sided bar, allowing the silent drinking local fisherman and their more rowdy sailor counterparts to stick to their own sides. Fights are quickly broken op by the constables. If you're looking for a place to get druk and now and again a little fistfight then this is the place. There's a small alley separating Kurgen's and The Oar, called Wooden Leg. It confuses the hell out of visitors, who expect all 'legs' grouped together in the harbour. A special expression in Secomber is 'catching the boat on Wooden Leg', indicating a dumb person or big mistake. Unicorn Harbour. On any moment, day or night, you can run into patrols of the Secomber militia, the Waterdeep Garrison, or even guards coming from or going to the warehouses. (Or The Knee...) Finishing Skipper's Ave, you'll pass 'Thingz for Boatz' (23), the second shop in Secomber dealing with materials for boats. 'Thingz for Boatz' is considered part of the harbour, not part of Skipper's Ave. Actually, there's a lot more you can buy in this overlarge shop, from sturdy timber to raw iron strips to caskets, bottles, crates, mining tools, etcetera. If you can use it for a boat, you can buy it here. If you can't use it for a boat, you can probably still buy it here. The place belongs to Kelvin Thyrst, but is managed and run by Yath Blackhand. Yath has been a pirate, many, many years ago, and though most people are not aware of his shaded past, nobody appears to trust him. Yath is a keen merchant, making sure people pay 'the right price' (whatever that is). Yath's income is partially based on commision, and Kelvin's bookkeepers are too good to cheat upon. Besides, Yath's assistant is a halfling, and also an employee of Kelvin... Although Yath is feeling uncomfortable because business isn't as good as it should be, he sticks around. Hoping that Kelvin's plans do work and he can ride with Kelvin on the wave of money... (Most of the local fishermen go for Ferdy Kurgen's, simply because 'Thingz for Boatz' is slightly more expensive, but most of all it belongs to Kelvin Thyrst. And the little guy owns a bit too much.) From Skipper's Ave you cross Big Dock using the Troll Bridge (18). Big Dock is not that big, its name derives from the pier next to it, called Big Leg. On the steep east edge of Goodhill stands the low (6 meters) Kelvin's Tower (22) . An underground tunnel connects it to the large boathall (21), that is partially built into the hill. Even the extension of Big Dock bears his name: Kelvin's Dock (20), and it is clear that this is the heart of Kelvin's little empire. Kelvin is planning on extending the harbour and its repairing facilities, and thus serving customers normally handled in (far away, too far away, as Kelvin claims) Daggerford or even Waterdeep. The other two 'larger' harbours on the shores of the Delimbiyr (Loudwater and Daggerford) have no (large) repair facilities, so Kelvin sees this as his chance. His calling, Secomber's destiny. And whatever in between. Nearby Kelvin's Dock, between the dock (20) and the large boathall (21) there's a new, small, unfinished building (173). Recently some priests of Gond were visiting Secomber, and they brought one of their machines with them. It's unclear what Kelvin's intention is with whatever they have brought him. (It is actually a Gond's pump. Kelvin bought two, one is installed in the small building nearby the dock, the other one is still in crates inside Kelvin's boathall. Kelvin is trying to figure out how they function and hopes to copy the design, with the help of the FromWayDownUnder gnome clan.) When you have crossed Troll Bridge (18) you're standing on Big Leg. Turn to the right and you'll see four warehouses. Nearby is Theronsten's Warehouse A (14), the major CSSC warehouse in Secomber. Theronsten Warehouse B would come directly next to it, and the ground is levelled and ready to be build upon, yet there has not been enough demand yet. Theronsten also owns the ground next to B, so he could build a number C if demand rises... (Theronsten has not been known for his creativity with names. He probably would have numbered his children, if he had any...) In the curved warehouse at the end of the pier (15) the stonnecutters of Secomber work on their 'big' projects. Water is nearby, so bringing the rough pink granite in, and shipping the ready to admire statues out, is easy. The biggest one (16) belongs to Clovis Sturgeon, a merchant from Waterdeep. It isn't used often, and currently the Stonecutters Guild is renting it. Kelvin Thyrst only owns a small warehouse (17). It's enough for the moment, and mostly empty. All the normal CSSC goods are handled through the Theronsten Warehouse A. Some special goods (mostly food, wine, magical stuff, etc.) are brought into Kelvin's, to be immediately dispatched to the specific customers.. The dwarven brothers Johnson (24) guard the warehouse and deliver the goods. They are known to sleep in the building sometimes, to guard it at night. Overseeing Big Leg is The Knee (19). This three stories rectangular building is owned by Melissa Thryst, a halfling. (Although she 'mothers' Kelvin, she is not related.) Melissa runs the Knee with iron hand. On the ground floor you'll find a tavern, simple but statisfying, with good fare and decently priced drinks. Ask for the 'special menu', and you'll be surprised what kind of exotic dishes The Knee's cook can prepare for you! On the ground floor are the kitchens, some living quarters, and, with an entrance on the side, a small barber shop. The first floor has guest quarters and living quarters. The third floor contained originally guest rooms. Until Kelvin and Theronsten agreed to start up the CSSC. It now houses their main office, and Kelvin and Theronsten both have a private office as well. (Although Theronsten is almost never in, except for voting 'no' against anything that costs money... and Kelvin appears to use it as some sort of expensive yet uncomfortable sleeping room...) Four rooms on the second floor are rented (semi permanent) by the Four Hammers. They are not in often. There has been another adventuring band that had rooms, but they moved to the High Lodge. Melissa Thyrst used the occasion to remove the last stables. There's still a horse rack outside where you can tie yours, but don't complain to her if you stay overnight and find your dear steed missing! (Melissa Thyrst doesn't like horses at all. Except on a plate. Her horse steak is perhaps the best in the whole Western Heartlands.) Passing the Knee and following Big Leg (that halfling sense of humour...) you will pass Long Leg and Short Leg, two wooden piers (13). Part of Long Leg has been blasted to rubbles last summer (making Long Leg shorter than Short Leg), when two rival wizards exchanged a few fireballs. There was not enough of either of them left to revive to fine them for the damage incurred... At the end of Big Leg, we turn left onto Mill Road. You can see from here Dead Leg (12) and the small fire house, that is sometimes used during summer when the boats are out late. During winters, the Secomber patrols use this as a lookout post, and a place to warm up.   Harbour Hill, the Flanks. Following the Mill Road, you'll pass between a group of small houses (24, 25, 26, 27). In one of them you'll find the brothers Johnson (24). Two surly looking dwarfs that want to have nothing to do with the Ironeater clan. Nobody knows what keeps these two in Secomber. The Mill Road leads up to an artificial hill, Harbour Hill (28), with the only mill in Secomber. 'Deadhead' Jason Gratefull is not the most intelligent man in Secomber, but he's strong as an oxe and his beautifull elven wife Kenya Silverspear left the High Forest for this tree of a man. They have two children, and she sometimes brings them along to her work at the Knee. (Every year, during Winterfest, the strongest men (and women!) in Secomber compete in armwrestling. The longest game ever was between Jason Gratefull and Iljin Tsjorin, more than one hour they struggled. In the end, Iljin won the match, but had to stop before he could reach the finals.) Follow the Flanks, and you end up in the neighbourhood with the same name. The Flanks is nowadays often called Gnometown, even by the people (gnomes!) living there. In Gnometown you'll find the only alchemist in Secomber, Younder Truestone (39). His house is set a little bit apart, as he (just like Amelior Amanitas) now and again manages to blow up 'something'. If it would depend on other inhabitants of Secomber (non-gnomes) Younder Truestone would be quickly 'out of business'. Yet Amelior Amanitas always speaks in favour of the small gnome. (Perhaps so he can claim he's not the only one blowing up things...) There's also a small tower, dedicated to Gond (29). The gnomes appear to have taken a liking to this deity of mechanical things, and openly worship him. The rest of the houses in Gnometown, ehm, excuse me, the Flanks, 'differ' from eachother, as each gnome tries to outdo his neighbours, modifying his or her house in sometimes unexpected ways (30, 31, 32, 33, 34, 35, 36, 37, 38).   The Circle, Winterstay. Northwest of the Flanks you'll find The Circle (41, 42, 43, 44, 45, 46, 47). It is a place to worship the gods. The circle is a round plaza, with in the middle a clearwater pond. It is supposed to have magical properties and strengthen those wounded who drink from it. Surrounding the circle are a number of stones, statues, and small shrines, representing the gods of the realms. Tymora is quite popular, so is Llira (not suprising when you know that the road from The Flanks leads to the Twin's Festhalls on top of Goodhill). There is still a shrine to Waukeen, and Kelvin Thryst openly worships her. He might be the last one in Secomber. Four small stone statues on the north side of the circle, flanking the road towards Winterstay, are dedicated to Tempus, Torm, Helm and Tyr. It is said that the four gods will descend upon anyone destroying anothers shrine, as long as there are believers in Secomber. Fact or fantasy, everybody knows that the charred remains of unknown individuals have been found in the circle. If you visit the Circle, you might run into one of the members of a small adventuring band called the Four Hammers. All four members are clerics of respectively Tempus, Torm, Helm and Tyr. Each cleric is armed with a battle hammer and neverending faith. They are known to patrol the moors and the Delimbiyr route, helping out adventureres in need. They are not oft in town, but now and again do show up, drink and eat and spread their faiths, and then leave again for weeks or months. They have a nasty habit (depending on your point of view) showing up at The Circle when somebody tries to damage or disgrace one of the statues, altars or shrines... If you're looking for them, they have (semi permanent) rooms in The Knee. (People whisper that the four are Avatars, looking for Waukeen, but nobody dares to say that out loud.) From The Circle a small steep path descends to Winterstay (40). The two long, low barns house the sheep and cattle during the worst parts of the winter. John the Stout and his family live on Winterstay, and they have turned the house and the barns into a real fort with thick stone walls and very solid wooden doors and window panels. To protect the inhabitants and the flock against wolves and other hungry animals (or monsters!) Although most people are a bit nervous about The Circle, and nobody but he wants to live nearby (except the gnomes in the Flanks) John the Stout claims that the Circle is what keeps the worst dangers away. "The gods take care of the monsters, what they leave, I take care of," he claims. He hasn't lost a sheep in the last fifteen years.   Goodhill. A small twisted path joins the Flanks on its way up to the Twin's Festhall. The path, known as Tripper's Run (48), is said to be haunted at full moon nights. An infamous thief, Jack from Waterdeep, had a habit of setting up traps, then scaring his victims and letting them run to their doom. (Financial or more definite.) One day, when setting up another trap, he was caught by members of the Waterdeep garrison. He tried to run away, only to trip over the tripwire he had installed himself, and thus he broke his neck. (When the ghost of Jack is encountered, he'll be telling anybody who wants to listen that he wasn't that bad, and that it is all due to his namesake, a case of mistaken identity, and a judge with serious dyslexia. The ghost normally doesn't answer any questions, and if he does the answers mean nothing.) On top of Goodhill stand the Twin's Festhalls (54). Two large converted barns, with kitchen, bars, and elevated stages, serving all 'group' events. The Twin's Festhalls cater from visiting feasting nobles after a good hunt, to feasting adventurers after a rich find, to feasting locals after a good wedding, to feasting... You got the picture. During summer and autumn they are open all day, when not reserved for any parties. You can get a simple serving of solid food (mostly stew) and drink your local wine or bear. Cheap. Not bad. But it might not be your taste. Everywhere else on the hill you'll find the houses of halflings and humans (49, 50, 51, 52, 53, 55, 56, 57, 58, 59, 60), all white with black roofs, surrounded by neat gardens. The halflings tend to live more underground, using sections of the house for storage. The human inhabitants appear to prefer it the other way around.   Lord's hill. The Lord's Hill is mostly covered with grass. On the west side you'll find the Lord's Wood, a patch of wood that's very tempting to caravan's to chop some wood for the evening cooking. Better don't! Not only are you fined with illegal wood chopping, but also you have to pay for planting (and taking care of) a new tree, and that adds up if taking care of a tree takes 25 years... Actually, the only person allowed to chop woods in public areas within Secomber borders is Iljin Tsjorin, a huge man living in his small farmhouse on the South Green (1). He lives there with his wive and two daughters, and takes care of all the public green in and around Secomber. He is allowed to fine people when things go to far, and the town council follows his advice. Several humans and halflings live on Lord's Hill (90, 91, 92, 94, 95, 96, 97, 105). It is at the moment not allowed to build new houses on this hill, as the current commander of the Waterdeep Garrison (Lord Traskar) prefers to have a clear sight from their fortification, as far as possible. (If it was up to Traskar, Lord's Wood (99) would change into another 'Green'.) On the crest of Lord's Hill is the Fort (93), a fortification where the Waterdeep garrison (about 30 soldiers) dwells, lead by Lord Traskar. The garrison trains about a 50 to 100 locals in fighting and basic combat tactics, and some of these (partime) swingswords rent themselves to passing caravans. The wooden palisade around the Fort is being rebuilt in stone. Inside the Fort you'll find three barracks, stables, an excercise field, and a large tower. 2 barracks are in use, the third is currently empty. There's a second palisade inside the fort, set up as a last defense. Inside there are two small towers and a low building containing storage, administration, and officer quarters. There is also a small waterpump. Even though Lord Traskar is an official Secomber inhabitant (in other words: he pays tax) and although he has his own appartment in the High Lodge, you'll often find him here. With his wife and kids back in Waterdeep, there's not much (besides the safety of the area) that appears to interest him in Secomber, and he's not the jolly feasting drinking kind. Being a former adventurer, he does have a soft spot for adventuring bands though... On the east edge of Lord's Hill, nearby No Mercy Lane, Dead End Street and Rumble Market, you'll find the Jade properties. Llana Jade is an half elf adventurer with more enthousiasm than sense. Her parents own the Jade Orchard (89) and the opposing Jade House (88). The Jade Orchard produces the best fruit in the Secomber region. Jade House is an 'extended' farmhouse with a stable, a small pasture and a veranda. It is mostly shielded from inquisitive looks by a stone wall and a row of trees, surrounding the property. Llana Jade rents it from her parents. Big, spacy rooms provide space for Llana Jade's numerous guests, and the Jade Swords (a loose group of adventurers, often changing members, centered around Llana) use Jade House as their home base. The Jade Swords have a habit of bringing back weird items or animals back from adventuring trips, giving the Jade House its second name: Llana's Zoo. (Be aware that some of those animals brought back still live on the Jade properties, and that there's always somebody (or something) around to catch unwelcome visitors.) The South Green and the Green are often used to feed the garrison's horses.   Rumble Market. We are nearing the end of our tour, but first we follow Floodway and then No Mercy Lane (87). The lane ends in a fork. If you want to go to the Dip, stay to the right and follow Pool Lane. To go to Rumble Market, you take the right Dead End Street. Dead End Streets ends up on Rumble Market. The names derive from a swift but deadly fight in Secombar many winters ago. One evening a small horde of goblins left the High Moors and crossed the River Delimbiyr in small boats and canoes. They landed on West Floods and wend straight for the city center, killing, burning, destroying everything on their way, and they almost reached the merchant quarters on Rumble Market. Secomber would have suffered a lot of damage, if not for the Hunting Hawks, a band of adventurers that was staying overnight in Secomber. Suddenly several small kegs blocked the way, and a fireball turned former Rumble Street in a dead end. The Hawks stopped the goblin attack, and held them up long enough to give the Secomber militia time to retaliate. Not a single goblin was spared that night. Rumble Market is a mid sized, cobblestoned square. This is where you will find all (semi) official buildings, and most of the merchants. This is also the place to do some shopping... yes... souvenirs are sold over there... The biggest building on Rumble Market is the Town Hall (72). The Town Hall in Secomber is used for many different purposes. You'll find there the Secomber Militia, A small library, the home of the Townkeeper, a meeting room for the town council, the town's archives, a school. Originally, this building belonged to a Waterhavian Nobleman with big ideas and a small wallet. He gave orders to build this, paid in advance, yet to never show up again. So the town now uses it for whatever is of common interest. Ground floor left wing (Floodside) of Town Hall is where the Secomber Militia resides. Only three people are on a permanent payroll. All others are community members that serve in turn. Anybody interested is trained by the garrison of Waterdeep.  
        Прямо рядом с Высокой Пустошью, на северном берегу реки Делимбийр рядом с Бегом Единорога, расположен маленький города Секомбер, находя¬щийся на границе Севера и поселений Западного Сердцеземья. Построенный на руинах Хастарла, столицы древнего королевства Аталантар, Секомбер - тихое место, где фермеры и рыбаки занимают¬ся своей работой, а местные жители нанимаются в помощь на охоте или рыбалке, или в качестве проводников по здешним местам. Опытные гиды, которые хорошо знают Высокую Пустошь и могут провести мимо множества ее опасностей и племен,  
  • здесь не редкость, судя по тому, как часто предла¬гаются их услуги. Местные каменотесы, в основном происходящие из небольшого клана дварфов, добы¬вают розовый гранит из скалистых стен северной оконечности пустоши..
  • Этот город фермеров, рыбаков, пивоваров и каменотёсов раскинулся на трёх холмах неподалеку от места, где встречаются Бег Единора и река Делимбийр. Под этими холмами пролегают руины, что ранее были частью Аталантара - сгинувшего королевства. Горожане передалили погребенные руины под подвалы, кладовые и укрытия. Секомбер находится под гнётом гоблинов Уршани, что засели в Больших Торфяниках и требуют дани несколько раз в год. У Секомбера нет защиты против Уршани. Его жители дают хобгоблинам еду, домашний эль и руду в обмен на свою свободу. Все эти поборы истощили население.   This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills lie ruins that were once part of Athalantar, a bygone kingdom. The townsfolk have turned the buried ruins into cellars, larders, and shelters.   Secomber is under the heel of the Urshani hobgoblins, who dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Ur¬shani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The hobgoblins' demands have left the community impoverished.  
    Show spoiler
    SUGGESTED ENCOUNTER   The characters arrive to find two cloud giants named Nirva andJaral sitting in the middle of town, listening to townsfolk talk about the founding of Secomber and the ancient kingdom of Athalantar, on whose bones the town was built. Despite their intimidating size, the gi¬ants (who are neutral good in alignment) mean no harm. They recently found an artifact-half of a giant-sized vase-in the High Moor, and they're widening their search for other evidence of a cloud giant castle that crashed in this area thousands of years ago. Nirva and Jaral are siblings on a quest. They want to elevate cloud giants (and themselves) to the top of the ordning by finding maps to ancient Ostorian ruins and long-buried treasure vaults. The castle they seek is rumored to hold maps that could prove useful in their search.   Nirva and Jaral try not to overstay their welcome.   After listening quietly to the locals' stories, they bid the townsfolk farewell and fly back to their castle, which has landed in the High Moor (and is obscured by fog). The castle has another ten cloud giants aboard-guards loyal to Nirva and Jaral. If the characters question the cloud giants about their motives, they summarize the in¬formation in “The Ordning” and “King Hekaton and His Daughters” sections in the introduction. They also tell characters to beware of Countess Sansuri, an evil cloud giant lord who equates “small folk” with vermin. They don't know the location of her castle
      Secomber   This village of 900 folk rests on the northwestern bank of the confluence of the Unicorn Run, the cool, clear river that runs down from the mysterious heart of the High Forest, and the Delim- biyr, the watery road to the eastern wildernesses of the High Frontier. Sec- omber stands on three hills, atop the western fringes of a once-mighty city that was, if legends are true, the proud capital of the long-ago human realm of Athalantar, Kingdom of the Stag. Folk digging cellars in Secomber usually turn up old cobbles and stone walls. Inadver¬tently freed gargoyles are a fearsome, recurring problem, but sometimes mag¬ical treasures are unearthed. The fallen city is said to have been ruled by mages.   Secomber is a peaceful, rather bor¬ing village of fisherfolk, farmers, stone¬cutters, and hired guides and guards for the frequent caravan traffic. The holdings of the farmers fan out north¬west of the village, and the fisherfolk make a meager living spearing and drag-netting fish and freshwater crabs from small skiffs on the two rivers. The stonecutters manage a decent living quarrying slabs of pink granite from the cliffs that mark the northern edge of the High Moor.   Roughly half of all Secomberites are human. Almost as many are halflings, whose low, garden-adorned homes make the hills of the village seem more a terraced estate than a settlement. The remainder of the citizenry are a few dwarves of the Ironeater clan and a scattering of gnomes and moon elves.   Secomber has a garrison of 30 soldiers provided by the Lords’ Alliance. They dwell in a small palisaded fort atop one of the hills and train a hundred or so locals in swordwork and rudimen¬tary tactics. Many of these swingswords hire out as caravan guards.   The garrison is led by the Lord of Sec- omber, Traskar Selarn, a ranger of some fame. The garrison patrols the farmland and vicinity diligently, capably dealing with the few orc and bugbear raids that get this far west. If it has to defend the village, pitched battles in the tree-girt, unfortified hills are likely but the defenders will be aided by an iron golem and two stone, beast-headed, winged golems provided by the mage Amelior Amanitas—and by the mage himself if he’s at home. The winged golems look rather like giant gargoyles, but can’t fly.   Lord Traskar has made sure that adventurers are welcome in Secomber, and many adventuring bands use the vil¬lage as a supply base for treasurehunt¬ing forays. Secomber is also known for its gardens and eccentric architecture.  

    The Seven-Stringed Harp

      Tavern   This tavern stands at the meeting of two winding lanes in the lowest spot in town, which is beside a horse pond in the center of the bowl between the three hills Secomber is built on. It is a ramshackle, sprawling building of many wings, varying roof sections, and little bay windows and cupolas. It’s easy to get lost inside, what with all the alcoves, the general dimness, odd steps up and down, and the prevalence of odd pieces of furniture and old tapestries salvaged from half a hundred old   Waterdhavian villas. Locals come here to meet and chat. Merchants come here to do business and to hire guards. It’s a hard spot to miss. It has a huge hitching rail outside, overlooked by a floating, glowing, faintly playing harp. The harp is not an item, but a permanent spell created by local mage Amelior Amanitas. It’s not solid, and can’t be disturbed.   The Place   Cramped and crammed with com¬fortable but mismatched furniture, this place sports low ceilings, lots of odd corners, and a servants’ passage that branches out in all directions from the bar, its entrances hidden by tapestries. Beware when chatting,    lest you be overheard by someone standing behind the nearest tapestry. (Suddenly thrusting blades through a tapestry to discourage listeners is considered bad form.) The Harp is dimly lit by a few wandering, blue- hued driftglobes. Its layout consists of many passages and rooms open¬ing off a central taproom.  

    The Prospect

      This tavern is a place of pilgrimage for many minstrels and bards in west¬ern Faerun. It’s famous as the place where “The Ballad of the Dream Weaver” was first heard. There’s rarely a night without three to seven bardish sorts in attendance, playing for free, as tradition demands. Their presence makes this a noisy—but   thankfully melodic—place. It’s a fasci¬nating place to watch people, too, with adventurers, pipe-smoking halflings, dancing gnomes, and gam¬bling elves on all sides—but it’s not a quiet place to relax or a place to con¬duct business best kept private.   The Provender   The staff of the Harp tends to be of the young, female, beautiful, long¬haired, graceful, would-be-harpist sort. These lasses cheerfully serve out kegfuls of drinkables, salted biscuits spread with snails or smallfish (if you order them so), and gurdats (pan¬fried and pepper-spiced mushrooms rolled in melted cheese). These are served with a white, cool, minty wine, if requested.   I cast my net in the sea of night   And bring back a catch of glittering dreams.   Which will you have, proud lady, laughing lady?   This bright one, perhaps, or that?   Gleaming silver-blue, winking at you   With its own mysterious, inner light,   It is so beautiful.   Yet so is that one, and that, and this, too.   I cannot choose.   Take them all.   Take them all!  
  • Talanthe Truesilver, Bard, "The Ballad of the Dream Weaver"
  • The Prices   Ale is 3 cp per tankard (large, battered pewter things, not meager cups), stout is 5 cp per tankard, and minty wine and local aszunder are 6 cp per tallglass. All other wines are 8 cp a glass or more.   All servings of provender are 1 sp a plate. Most patrons will find a plate makes a light meal. Two plates would serve as a nice, but unspectacular, eveningfeast. Ale can also be ordered by the hand keg, at 6 cp. Throwing hand kegs in the taproom is frowned upon.  

    Travelers' Lore

      About 40 winters ago, this tavern was just as ramshackle, but lacked its name and wide reputation. It was then called simply the Stag. Then a young, half-elven lady bard by the name of Talanthe Truesilver sat down in the taproom one night and performed a ballad that has become one of the most famous and widely performed songs in all the Realms.   Today, minstrels use “The Ballad of the Dream Weaver” as the long heart of a set of songs and as a sort of latest rumors compilation, adding favorite legends, strange sights they’ve seen, and the like as verses. Patrons of the Harp are proud that it was heard here first.   

    The SiNgiNg Sprite

      Inn   This inn faces the Seven-Stringed Harp across a rather muddy meeting of lanes. The Sprite is a slate-shingled, many-gabled, solid-looking stone building that is cold and damp in winter, and warmer and damp in summer. Its pleasant staff sets the tone for your visit, and it offers meet¬ing rooms for hire (that Secomberites use constantly) and a superior feast¬ing board. The innkeeper on duty is Heverseer Windfeather or one of his three brothers—they take shifts.  

    The PLace

      The Singing Sprite is named for Lath- iril Shrune, the long-dead wife of its builder, a human wizard by the name of Ganatharas. She was a sprite, and sang atop tables to the delight of patrons. The present owners, the gnome family of Windfeather, don’t go in for such performances—not with the Harp right across the road.   The inn has stone walls slathered with cream-colored plaster and hung with tapestries that look as if they once did service on some colorblind Calishite’s harem beds (and probably did, too). The floors are dark, pol¬ished duskwood—just the thing for sliding the length of a hall on one’s behind if one isn’t careful, and apt to creak when one is walking about late at night with a crack a loud as any arquebus. The furnishings are old, massive, and comfortable—and every room comes with its own portable   (portable by two strong people, that is) polished copper bathtub.   The centerpiece of any stay at the Sprite, however, is the common din¬ing room: an airy, plant-hung cham¬ber with large windows overlooking the intersection outside. Most guests get very used to it—and do so gladly.  

    The Provender

      Food at the Sprite is a treat. The dining room never closes, and it serves some dishes that make my mouth water just remembering them. Foremost of these is a dish known as Three Crabs. This, naturally enough, is three soft-shelled green river crabs yielded up locally by the Delimbiyr. These are served whole, with only the eyes, mouth, and stomach removed. Cooked in fat until golden brown, they face each other on a round toasted loaf of flatbread that has been spread with chopped greens and a white sauce of cooked leeks and garlic, parsley vinegar, and beaten egg yolks.   The light side dish that usually accompanies everything else in this din¬ing room is A Trio of Trumpets. This is a plate of three fried, crisp crackers, each as long as a human’s hand. These trum¬pets are horn-shaped crackers stuffed with melted white cheese, chopped nuts, and fried mushrooms.   Roast lamb, venison, and beef make up most of the dishes at the Sprite, but there’s another surprise not to be sneered at: a truly revolting- looking dish known as the Hungry Knight. The Hungry Knight is a plate of flatbread rolls stuffed with chicken    livers fried in garlic butter, and gar¬nished with diced pepper potatoes and dill. Its savor is wonderful!   I often rose from my table groan¬ing, while the stout, beaming gnome servers urged still more food on me. I persuaded the cooks to let me set down the plainest of their recipes, for fowl stew, because they do this stan¬dard fare so well.   At the Sprite they use damaged birds and leftovers for this stew. After speak¬ing with the cooks for the time it took them to empty three bottles of wine (not long, I assure you), I can add the following note to this recipe: The other seasonings referred to are most often parsley, pepper, garlic, and salt.   Whole fowl, however, are usually spitted, crisped over an open fire, and then simmered in broth until needed for serving. Then they are drained, put over flames again briefly, and served on a platter drenched in warm cream and accompanied with steamed greens (bought for 1 cp per basket from citi¬zens of Secomber, most of whom have lush gardens). Some of the cooks add snails, oysters, or chopped nuts to the cream as it is warmed.   This cooking method can also be applied to the heart, lungs, liver, and innards of venison and boar. Take care to chop them finely and cook long enough, stirring and adding wine as necessary, until the bits are all softened and much turned to gravy.   I’ve heard this same cooking    method can serve for giant eagle, though it dries out easily, and three or more eggs should be cracked and drained into the pot during the sim¬mering. The dark flesh of the eagle emits a brown foam when cooking,   which is the fat that keeps it warm   aloft. Skim this off when it appears, and when no more is seen, it is done.  

    The Prices

      Mead, milk, and wine are all 2 gp per tallglass, and ale is 6 cp per tankard. All platters and stew bowls are 7 gp, but this includes two tallglasses or tankards, hot rolls with butter, and biscuits. These side dishes are enough for a servant to dine on while the master polishes off the main dish.   Rooms are 10 gp to 17 gp per night (varying by size and location), which includes hot baths, clothes-mending services, and stabling.  

    Travelers' Lore

      The Sprite has several secret rooms (actually storage closets), which the innkeeper allows guests to use for 1 gp per night. One of these rooms has mys¬terious chamber network maps (trea¬sure maps?) scratched on its walls. The Windfeathers charge 5 gp to look at these, and they claim they show cham¬bers in a lost dwarven hold somewhere nearby— just where, they’re not sure. The hold, Firehammer Hold, is said to hide rich treasure. The dwarves all per-ished through disease.  
      Secomber T his major village of 200 (and 700 others living in sur­rounding hamlets) rests on the northwestern bank of the confluence of the Unicorn Run and the Delimbiyr River. Sec- omber stands on three hills atop the western fringes of a once- mighty city that was, if legends are true, the proud capital of the human realm of Athalantar, Kingdom of the Stag. Folk digging cellars turn up old cobbles and stone walls. Freed gar­goyles are a recurring problem, but sometimes magic treasure is unearthed. Secomber is a peaceful, boring village of fisherfolk, farmers, stonecutters, and guides and guards for frequent caravan traffic traveling west to Zundbridge and Ironford. Farmer holdings fan out northwest of the village, and the fisherfolk eke out a living spearing and netting fish and freshwater crabs from skiffs. The stonecutters manage a living quarrying pink granite from the cliffs marking the High Moor’s northern edge. The town is very similar to Daggerford in design and lifestyle, but it is far­ther away from the main trade routes and is less important commercially. It does not have major resident nobility, though a few barons have holdings in the region. Roughly half of the Secomberites are human; almost as many are halflings whose low, garden-adorned homes make the hills of the village seem more a terraced estate than a settle­ment. The remainder are dwarves of the Ironeater Clan and a scattering of gnomes and moon elves. It has a garrison of 30 soldiers provided by the Lords' Alliance dwelling in a small palisaded fort atop a hill and train 100 or so locals in sword­work and rudimentary tactics. Many of the swingswords hire as caravan guards. The garrison, led by Traskar Selarn (CG hm F11), a ranger of some fame, patrols the farmland and vicinity diligently, ca­pably dealing with the few orcs and bugbears who get this far. If they have to defend the village, they're aided by an iron golem and two-headed golems provided by Amelior Amanitas —and the mage himself, if he's at home. The winged but flightless golems look like giant gargoyles. (If it weren't for the on-again off-again residence of Amelior, who blows up laboratories or sends pieces of furniture to other planes, life in Secomber would be duller than it already is.) Lord Traskar makes adventurers welcome in Secomber, and many adventuring bands and rangers use the village as a supply base for treasure hunting forays. iance intervention. The village is a strategic wayside for Zhent caravans traveling from Anauroch to the Sword Coast. Dominance of this community would be difficult; a large base of operations would attract swift attention among the fishermen and farmers, and large numbers of the mainly human Zhentilar and Zhentarim would stand out amidst the population.       Places of interest The Seven-Stringed Harp: This tavern rests beside a pond in the center of the bowl between the three hills Secomber is built on. It's a ramshackle, sprawling building of many wings and bay windows and cupolas. It's easy to get lost inside, due to the alcoves, the dimness, irregular steps, and the odd pieces of furniture and tapestries salvaged from half a hundred Waterd- havian villas. Locals come to meet; merchants come to do business and hire guards. Beware when chatting, lest you be overheard by someone standing behind a tapestry. (Blades through a tapestry are considered bad form.) It's a hard spot to miss. It's overlooked by a floating, glowing, faintly playing harp. The harp's not an item, but a permanent spell by Ame- lior Amanitas. It's not solid and can't be disturbed. This is a pilgrimage for minstrels in Faerhn. It's as the place where “The Ballad of the Dream Weaver” was first heard. There's rarely a night without three to seven bards in atten­dance, playing for free. Their presence makes this a noisy but melodic tavern. It's a place to watch people, with adventurers, pipe-smoking halflings, dancing gnomes, and gambling elves — but it's not a quiet place to relax or to conduct private business. Forty winters ago, the tavern was just as ramshackle, but it lacked the name and reputation, when it was simply the Stag. A half-elven lady named Talanthe Truesilver sat down in the bar one night and sang “The Ballad of the Dream Weaver.” It is now one of the most widely performed songs in Faerhn. Today, bards use this ballad to end long sets of songs and as a rumors compilation, adding legends and sights as verses. The Singing Sprite: The Sprite is a solid-looking stone building that's cold and damp in winter, warmer and damp in summer. With its pleasant staff, it offers meeting rooms for hire and a superior feasting board. The innkeeper on duty is either Heverseer Windfeather or one of his three brothers — they work in shifts. The Sprite is named for Lathiril Shrune, the long-dead wife of its builder, the human wizard named Ganatharas. She was a sprite who sang atop tables to the delight of patrons. The pre­sent gnome owners don't go for such performances—not with the Harp across the road. The inn has walls slathered with cream-colored plaster and hung with tapestries. The floors are polished duskwood, and the furnishings are old and comfortable — and every room comes with its own portable (by two strong people) polished copper bathtub. The Sprite has secret rooms (actually storage closets), that the innkeeper allows guests to use. One room has mysterious maps scratched on its walls. The Windfeathers charge to look at these and claim they show the layout of a lost dwarven hold nearby—just where, they're not sure. The hold, Firehammer Hold, is said to hide rich treasure. The dwarves all perished through disease  
      Прямо рядом с Высокой Пустошью, на северном берегу реки Делимбийр рядом с Бегом Единорога, расположен маленький города Секомбер, находя¬щийся на границе Севера и поселений Западного Сердцеземья. Построенный на руинах Хастарла, столицы древнего королевства Аталантар, Секомбер - тихое место, где фермеры и рыбаки занимают¬ся своей работой, а местные жители нанимаются в помощь на охоте или рыбалке, или в качестве проводников по здешним местам. Опытные гиды, которые хорошо знают Высокую Пустошь и могут провести мимо множества ее опасностей и племен,
  • здесь не редкость, судя по тому, как часто предла¬гаются их услуги. Местные каменотесы, в основном происходящие из небольшого клана дварфов, добы¬вают розовый гранит из скалистых стен северной оконечности пустоши..
  • Этот город фермеров, рыбаков, пивоваров и каменотёсов раскинулся на трёх холмах неподалеку от места, где встречаются Бег Единора и река Делимбийр. Под этими холмами пролегают руины, что ранее были частью Аталантара - сгинувшего королевства. Горожане передалили погребенные руины под подвалы, кладовые и укрытия. Секомбер находится под гнётом гоблинов Уршани, что засели в Больших Торфяниках и требуют дани несколько раз в год. У Секомбера нет защиты против Уршани. Его жители дают хобгоблинам еду, домашний эль и руду в обмен на свою свободу. Все эти поборы истощили население.       This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills lie ruins that were once part of Athalantar, a bygone kingdom. The townsfolk have turned the buried ruins into cellars, larders, and shelters. Secomber is under the heel of the Urshani hobgoblins, who dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Ur¬shani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The hobgoblins' demands have left the community impoverished. SUGGESTED ENCOUNTER The characters arrive to find two cloud giants named Nirva andJaral sitting in the middle of town, listening to townsfolk talk about the founding of Secomber and the ancient kingdom of Athalantar, on whose bones the town was built. Despite their intimidating size, the gi¬ants (who are neutral good in alignment) mean no harm. They recently found an artifact-half of a giant-sized vase-in the High Moor, and they're widening their search for other evidence of a cloud giant castle that crashed in this area thousands of years ago. Nirva and Jaral are siblings on a quest. They want to elevate cloud giants (and themselves) to the top of the ordning by finding maps to ancient Ostorian ruins and long-buried treasure vaults. The castle they seek is rumored to hold maps that could prove useful in their search. Nirva and Jaral try not to overstay their welcome. After listening quietly to the locals' stories, they bid the townsfolk farewell and fly back to their castle, which has landed in the High Moor (and is obscured by fog). The castle has another ten cloud giants aboard-guards loyal to Nirva and Jaral. If the characters question the cloud giants about their motives, they summarize the in¬formation in “The Ordning” and “King Hekaton and His Daughters” sections in the introduction. They also tell characters to beware of Countess Sansuri, an evil cloud giant lord who equates “small folk” with vermin. They don't know the location of her castle Сторонники Культа Драокна Farldar Meltorn is a middle-aged, sour-faced, sarcastic and sometimes surly halfling. He has an almost croaking, raspy voice and a very wide mouth and jowly face, and so he has been known since childhood as "Froggie," a nickname he long detested but has recently discovered he's come to rather like. He loves the darker shades of red, and he is almost always dressed all in crimson or maroon, or at least a red tunic or jerkin over black breeches. Froggie is a superb forger of documents and handwriting of all sorts, and he is a capable actor and mimic, too. For years he made his living by his wits, but his activities, in a place the size of Secomber, inevitably brought suspicion upon him and made future triumphs harder and harder. So the regular covert pay offered him by the  cult just to observe and report was a godsend, and Froggie has worked hard to build a reputation in the cult's eyes as being good value for the coin he's paid. Diligent and seemingly everywhere in Secomber, constantly on the move (with a cover job as a trusted messenger carrying valuable messages and documents), Froggie sees much of both covert and open daily business dealings in, and outlander visits to, Secomber, and he often aids cult agents with false documents, alibis, and local guiding. He has been asked to keep a close eye on adventurers, and does so—sometimes making extra coin on the side for revealing what he's learned about adventurers to local rivals and those looking to hire—or scapegoat—outlander adventurers.   Secomber This major village of 200 (and 700 others living in sur¬rounding hamlets) rests on the northwestern bank of the confluence of the Unicorn Run and the Delimbiyr River. Sec- omber stands on three hills atop the western fringes of a once- mighty city that was, if legends are true, the proud capital of the human realm of Athalantar, Kingdom of the Stag. Folk digging cellars turn up old cobbles and stone walls. Freed gar-goyles are a recurring problem, but sometimes magic treasure is unearthed. Secomber is a peaceful, boring village of fisherfolk, farmers, stonecutters, and guides and guards for frequent caravan traffic traveling west to Zundbridge and Ironford. Farmer holdings fan out northwest of the village, and the fisherfolk eke out a living spearing and netting fish and freshwater crabs from skiffs. The stonecutters manage a living quarrying pink granite from the cliffs marking the High Moor's northern edge. The town is very similar to Daggerford in design and lifestyle, but it is far¬ther away from the main trade routes and is less important commercially. It does not have major resident nobility, though a few barons have holdings in the region. Roughly half of the Secomberites are human; almost as many are halflings whose low, garden-adorned homes make the hills of the village seem more a terraced estate than a settle¬ment. The remainder are dwarves of the Ironeater Clan and a scattering of gnomes and moon elves. It has a garrison of 30 soldiers provided by the Lords' Alliance dwelling in a small palisaded fort atop a hill and train 100 or so locals in sword- work and rudimentary tactics. Many of the swingswords hire as caravan guards. The garrison, led by Traskar Selarn (CG hm F11), a ranger of some fame, patrols the farmland and vicinity diligently, ca¬pably dealing with the few orcs and bugbears who get this far. If they have to defend the village, they're aided by an iron golem and two-headed golems provided by Amelior Amanitas —and the mage himself, if he's at home. The winged but flightless golems look like giant gargoyles. (If it weren't for the on-again off-again residence of Amelior, who blows up laboratories or sends pieces of furniture to other planes, life in Secomber would be duller than it already is.) Lord Traskar makes adventurers welcome in Secomber, and many adventuring bands and rangers use the village as a supply base for treasure hunting forays. iance intervention. The village is a strategic wayside for Zhent caravans traveling from Anauroch to the Sword Coast. Dominance of this community would be difficult; a large base of operations would attract swift attention among the fishermen and farmers, and large numbers of the mainly human Zhentilar and Zhentarim would stand out amidst the population.  Places of Interest The Seven-Stringed Harp: This tavern rests beside a pond in the center of the bowl between the three hills Secomber is built on. It's a ramshackle, sprawling building of many wings and bay windows and cupolas. It's easy to get lost inside, due to the alcoves, the dimness, irregular steps, and the odd pieces of furniture and tapestries salvaged from half a hundred Waterd- havian villas. Locals come to meet; merchants come to do business and hire guards. Beware when chatting, lest you be overheard by someone standing behind a tapestry. (Blades through a tapestry are considered bad form.) It's a hard spot to miss. It's overlooked by a floating, glowing, faintly playing harp. The harp's not an item, but a permanent spell by Ame- lior Amanitas. It's not solid and can't be disturbed. This is a pilgrimage for minstrels in Faerfin. It's as the place where "The Ballad of the Dream Weaver" was first heard. There's rarely a night without three to seven bards in atten¬dance, playing for free. Their presence makes this a noisy but melodic tavern. It's a place to watch people, with adventurers, pipe-smoking halflings, dancing gnomes, and gambling elves — but it's not a quiet place to relax or to conduct private business. Forty winters ago, the tavern was just as ramshackle, but it lacked the name and reputation, when it was simply the Stag. A half-elven lady named Talanthe Truesilver sat down in the bar one night and sang "The Ballad of the Dream Weaver." It is now one of the most widely performed songs in Faerfin. Today, bards use this ballad to end long sets of songs and as a rumors compilation, adding legends and sights as verses. The Singing Sprite: The Sprite is a solid-looking stone building that's cold and damp in winter, warmer and damp in summer. With its pleasant staff, it offers meeting rooms for hire and a superior feasting board. The innkeeper on duty is either Heverseer Windfeather or one of his three brothers — they work in shifts. The Sprite is named for Lathiril Shrune, the long-dead wife of its builder, the human wizard named Ganatharas. She was a sprite who sang atop tables to the delight of patrons. The pre¬sent gnome owners don't go for such performances—not with the Harp across the road. The inn has walls slathered with cream-colored plaster and hung with tapestries. The floors are polished duskwood, and the furnishings are old and comfortable — and every room comes with its own portable (by two strong people) polished copper bathtub. The Sprite has secret rooms (actually storage closets), that the innkeeper allows guests to use. One room has mysterious maps scratched on its walls. The Windfeathers charge to look at these and claim they show the layout of a lost dwarven hold nearby—just where, they're not sure. The hold, Firehammer Hold, is said to hide rich treasure. The dwarves all perished through disease. Secomber English • Deutsch Edit • Edit source • History • Talk Share     Secomber and surrounding area in 1479 DR Secomber Geography Size Small town Society Races Primarily humans and halflings[citation needed] Religions Various[citation needed] Politics Ruler's type Lord Lord Traskar Selarn[1] History Population 900[2] in 1358 DR 1,417[3] in 1372 DR Secomber was a small, peaceful town that acted as the de facto border town between the relatively peaceful Western Heartlands and the more savage North along the Sword Coast. The town contained a number of colorful gardens.[3] Contents [show] Geography Edit It sat atop three stone hills on the northern banks of the southern-running Unicorn Run river and the western-running River Delimbiyr. Directly south of the town was the dangerous High Moor. To the north, along the Secomber Trail, was Uluvin.[4][3] Government Edit Around 1367 DR, Secomber was ruled by Traskar Selarn, a ranger who truly had the best interests of the townsfolk at heart, and he was seen as one of the people by his loyal subjects.[1] Law & Order Edit Secomber's justice system was a basis for most of the settlements in the Western Heartlands.[5] The town judiciary, known as Rods of Justice, were respected elders who were elected every four years. At any one time there were between six and nine Rods depending on how many were deemed to be required to serve. If a majority of the other Rods voted for it, they could dismiss any one Rod from their company at any time and every Rod could also resign willingly at any time. Rods could recuse themselves from specific cases if they thought they could not be impartial but a Rod could not be compelled to, even if the potential for bias was obvious to all.[5] Secomber's laws were based on those of the city of Waterdeep with a few differences. First and foremost being the fact that there were no "crimes against Lords", which were the most serious accusations in Waterdeep, however, assaulting a Rod of Justice was treated as both "aiding an attack upon Secomber" and "assault upon a citizen", the sentences for which were combined at trial.[5] The plaints were called 'godsfrowns', 'deathseekings' and 'deceits, malices and threatenings'.[6] Every judicial case in Secomber was heard by a nine-person jury made up of Secomber's landowners. The jury selection process was done by a blindfolded child who had themselves been picked at random by a local priest (or one of the Rods if a priest was unavailable). The child would be presented with a cauldron containing chits, upon which were the names of all eligible jurors, however, if the child picked a juror who had already served within the last year, the chit would be temporarily removed and they would have to choose again.[5] Trials were always public affairs often attended by bored citizens looking for something to do. Although the accused were allowed to speak freely, the utterance of threats, obscenities or going on tirades would earn them a gag to keep them quiet. Spellcasting within the court without the explicit permission of a Rod was a serious offence. If the defendant did so, they were knocked unconscious, then bound and gagged before the trial continued with the crime added to the list of charges against them.[5] A trial would rarely last more than half a day, though a Rod could elect to have a stay while waiting on the arrival of a witness or crucial evidence.[6] Upon being found guilty, a defendant was subject to the whim of either the presiding Rod or the jury in terms of sentencing. If fines could not be paid, the guilty party's assets and property could be seized and any remaining monies owed were paid off in hard labor. Appeals against verdicts were not allowed, but as time went on, when new evidence came to light, it became more and more common to have an immediate informal retrial. If the convicted were proven innocent by the evidence, charges could be dismissed and prisoners swiftly set free.[6] Outside of criminal matters, Secomber had a system of regulations and bylaws for civic matters, the breaking of which earned the offender a fine and a warning not to do it again, since repeat offenders faced harsher penalties.[7] Economy Edit Secomber was a stop on the Delimbiyr Route, part of the trail between Waterdeep and Llorkh. Another trail, the Secomber Trail, connected Secomber to Uluvin to the north-west.[8] Farming, fishing, and stone-cutting were the primary occupations, but it also had a number of folk familiar with the High Forest. Some locals hire themselves out as guides or guards for the passing caravans.[4][3] The town welcomed and catered to travellers and caravans, especially adventurers who based themselves out of the town as they explored the High Moor and the High Forest.[3] Defenses Edit A small garrison of about 30, provided by the Lords' Alliance, guarded the town, and the local militia boasted over 100 members.[4] Inhabitants Edit The town was populated primarily by humans, but almost as many halflings called the place home.[citation needed] A small clan of dwarves lived in the area as well.[9] History Edit Secomber was built on the western ruins of Hastarl,[10] capital of the ancient wizard kingdom of Athalantar.[4][11] By 1479 DR, Secomber had become a place under constant threat of hobgoblin raids. The citizens had erected a wall, which was their only defense against the raids, but it did them little good. Many adventuring bands were lost trying to free the town from the grip of fear and Secomber had resorted to leaving tributes outside Mishka's Warren, the lair of the Urshani clan, which did appease the hobgoblins but did not free Secomber from the occasional raid.[12] Twenty years later, the regular stream of tributes to the hobgoblins had left Secomber poverty-stricken.[13] Activities Edit From time to time, gargoyles and other creatures were discovered and unleashed from the Athalantan ruins. Adventurers were called on to deal with them, though adventurers had likely inadvertently released them in the first place.[3] Notable locations Edit Inns and taverns • The Seven-Stringed Harp, a ramshackle sprawling tavern.[14] • The Singing Sprite, a pleasant inn[14] Structures • Tower of Amelior Amanitas, the home of the famed alchemist and sage of the North[1] • A small palisaded fort atop a hill housing about 30 soldiers provided by the Lords' Alliance.[4]   Джерело: <http://forgottenrealms.wikia.com/wiki/Secomber>   Secombers Code of Justice Three general kinds of offenses exist in Sec- omber, to wit: The category of godsfrowns (crimes against the gods) includes assaults against Secomber, most criminal activities that involve property loss or damage, and offenses of a personal nature that do not cause or lead to the death of the victim. Deathseekings are crimes that directly involve death or that threaten to bring about death by their performance, including outright killing and other injurious behavior. Deceits, malices, and threatenings make up the roster of lesser crimes. Some of these offenses, from the severity of their punishments, can be roughly equated to misdemeanors in the real world. Others (such as impersonating a Rod) are much more serious.  Godsfrowns Attacking Secomber: This crime is defined as invading Secomber with intent to murder, pil¬lage, or set fires; the act of deliberately poisoning or fouling any food, water, or drinkable in Sec¬omber; casting spells to cause building collapses or effects reasonably expected to cause multiple deaths; or damage to city gates. If observed in the act by a Rod or Watch member, the offender is killed on the spot; otherwise the punishment for conviction is death. Aiding an Attack upon Secomber: This crime is defined as knowingly providing informa¬tion or assistance to outlander parties desiring to damage or steal property from Secomber, foul any well or pond in Secomber, or attack or kidnap or mutilate or maim any citizen of Secomber. The offender must pay damages to anyone affected by the attack, serve hard labor, and pay a fine to the city. Then the offender is exiled and banned from entering the city again. Arson: The offender is sentenced to death or enforced hard labor, depending on the severity of the crime, then branded and exiled. Defiling Holy Places or Temple Theft: The offender must pay damages and serve a term of hard labor. A public pronouncement forbids the convict from entering a holy place, and the of¬fender is often exiled from the city. Public Blasphemy: The offender is impris¬oned for half a day, or overnight if the trial is held in the evening. Rape: The offender pays damages to the vic¬tim. Then the miscreant is stripped, chained in public, flogged, and left chained until the next sunrise. Citizens can ridicule the miscreant, but face justice if they strike, hurl missiles that do lasting harm, or cast hostile magic on the mis¬creant. During the shackling, citizens are free to feed, tend, comfort, give medical aid, and try to warm the miscreant with fires, cloaks, et cetera, but they may not unchain him or her or entirely clothe him or her. Then the offender suffers muti¬lation and is thrown in a dungeon. Spellcasting in Court: The offender is flogged and shackled as described above, then fined and imprisoned for a tenday. This act is not a crime if it has the express prior permission of a Rod. Theft: The thief must pay a fine to the city as well as damages to the victim, and is publicly flogged and shackled. Tomb-Robbing: The thief must pay a fine to the city and damages to the injured party (usually a relative of the tomb’s inhabitant), and is then branded as a tomb-robber. Violation of Any Edict: The offender is sen¬tenced to manual labor at the direction of the presiding Rod of Justice. This could mean re¬pairing walls or bridges, filling in potholes and washouts on roads, mending roofs or chimneys, shoveling or plowing snow in winter, or—the old fallback—cutting, splitting, and stacking fire¬wood. A fine also applies, plus a new trial if the violation involves new offenses against the Code. Deathseekings Assault upon a Citizen Resulting in Injury: The offender must pay damages and is sentenced to either hard labor or public flogging and shack¬ling. (A citizen is one who owns land, pays rent, or has resided in Secomber or within view of its walls for at least a season.) Assault upon an Outlander Resulting in Injury: The offender must pay damages, possibly followed by light labor or a fine. Harmful Public Spellcasting: The caster must pay damages and a fine, serve a light labor sentence for up to a tenday, and is then exiled from the city for one full year. This category in¬cludes unleashing magic items. “Harmful” means resulting in damage to persons or property, or through fear or removal of support causing imme¬diate accident or suicide. Murder: A willful murder brings a death sen¬tence, but if the murder is judged unintentional, the miscreant might be flogged and shackled and then banned. In cases of justified killing (such as in the defense of self, spouse, or children), the offender is usually branded instead. Note that killings brought about by an attempt to prevent any crime in the Code receive lesser punishments (typically a fine paid to the city, or none at all), and adventurers or mercenaries who were hired to defend Secomber or to keep the peace cannot receive sentences more severe than a fine. Acquit¬tals are usual in cases of murder done to someone who threatens the accused with a weapon after having just publicly committed a murder.   Deceits, Malices, and Fhreatenings Bribery or Attempted Bribery: The pun¬ishment includes light labor, a fine, and a public pronouncement prohibiting the offender from en¬gaging in any activity related to the bribe. Dealing in Stolen Goods: The fence pays a fine and damages, both based on the Rod’s esti¬mation of value of stolen goods. Forgery of Currency or Legal Document or Posted Notice: The forger must serve a term of hard labor or imprisonment, and must also pay damages. Fraud: The miscreant is branded and must pay both damages and a fine. Hampering Justice: This crime is defined as refusing to testify, hiding from the Watch, pre¬venting the Watch from entry or impeding the Watch’s chasing of someone or seizure of some¬thing. The offender must pay a fine and serve a sentence of hard labor. Impersonating a Rod of Justice, a Member of the Watch, or an Ordained Priest: The of¬fender is fined and exiled. Intimidation or Blackmail: The offender must pay a fine and damages, and endures public flogging and shackling. Obstruction: In most cases, this offense amounts to parking a wagon or conveyance against a doorway or across an alley or other route, so it can’t easily be traversed. The offender must pay damages, and a public edict forbids him or her from driving a wagon in the city for a specified period. If the city gate was blocked, the sentence also includes imprisonment for one full day and night. Resisting Arrest: The offender is imprisoned for one day, then flogged and shackled. If the accused is deemed to be too weak to endure flog¬ging and shackling, a fine is levied instead. Vandalism: The vandal pays a fine and dam¬ages and is then flogged and shackled. If the damage is to a garden, or is merely cosmetic, pay¬ment of damages is usually the only punishment. Laws of Daily Life In addition to the codified laws discussed here, Secomber and almost every other settlement large enough to hold a market that noncitizens come to, all across Faerun, have a patchwork of accu¬mulated “civic laws.” These are akin to real-world bylaws and regulations, and they govern how buildings are built (to minimize fire risk), when and where certain activities—particularly those that are noisy, such as building construction—can be carried out, and various prohibitions that have been put in place on a case-by-case basis to settle local disputes. (“Owing to insufferable stenches, Thaeler the furrier is not to park a wagon of raw hides, nor any uncured furs, against this wall or within two lance-lengths of any part of this wall, said lances being held straight out from the wall in line with each other.”) A first-time offender against a civic law receives a warning, pays a fine, and must promise not to reoffend. Penalties for repeat offenders escalate. PROPERTY LAW Generally, formal laws regarding possessions and property exist only in kingdoms and other organized countries. Otherwise, might makes right, and the law is whatever the local lord or kingpin says. In reality, this brute force, “My sword is the law” approach is always tempered by custom. Customs are formed by the habits of genera¬tions, built up into “the way things are done,” as well as by the expectations of locals (“You can push us, self-styled ‘lord,’ but only so far: my grandsire built that fence and my sire expanded it—tear it down and on their graves I swear I’ll tear,y0tt down!”) and by the unwritten “rules of wayfaring” as understood by caravan merchants, peddlers, pilgrims, and envoys, and enforced by priests and the Heralds. An example of this policing: “If you set up an inn and then murder everyone who stops there and keep their goods, even if that’s morally ac¬ceptable to you as a devout follower of Bane or of Cyric, it will not be suffered to stand. Once word gets out, expect to be soon destroyed by several caravans arriving at once intent on murdering you. Or failing that, expect to be shunned and ig¬nored, with no one visiting you for any reason—so it would be best for you if there’s absolutely noth¬ing you need by way of trade, ever again, from now until the end of your life.” Centuries of disputes all over the Realms have led to property laws that are usually akin to this arrangement: You can charge fees for the use  of your land, or you can fence off your land and guard it, with notices, prohibiting all or specific uses of it—but you can’t simply butcher, maim, imprison, or rob individuals you find on your land. Moreover, you can’t flout local customs with regard to buying and selling land, or renting land to farmers to till, or providing stable and paddock space and room and board to travelers. Border disputes between neighbors might be settled with violence, or by documents and rules and solemn (church or Herald-witnessed) agree¬ments. Borders between nobility or rulers or countries are always solemnized somehow, usually with agreements or treaties arising out of wars and enforced by periodic border patrols or even garrisons. Often, for clarity and convenience, such borders follow a river, a mountain range, a road, or a tiny, meandering stream. Miscreants fleeing across a border can’t depend on protection from their destination unless there are patrols or garrisons at the border. Without a patrol or gar¬rison to guard the border, those in pursuit of the fleeing miscreants will simply follow them, ignor¬ing the boundary. Slavery Officially illegal almost everywhere in known Faerun, except in Dambrath, Thay, and the Old Empires, the practice of slavery is known to be widespread in most eastern lands. Which doesn’t mean it doesn’t go on in many other places. In the cold Savage North, ores take human slaves whenever they can—and eat slaves who are no longer considered useful. In the chill wilderlands north of the Moonsea, “beast-men” (ogres) capture humans for use as slaves and food. There has always been a thriving slave trade in Sembia, Westgate, and Marsember, but by the very nature of the business as practiced in that part of the Realms, there aren’t named, high¬profile groups of slave takers. Rather, it’s always a few individuals doing snatch-and-grab jobs and fetching captives, who are often drugged to keep them silent, eating and drinking little, and not trying to escape. The slavers then drag their cap¬tives to a hiding place they control, from which “the goods” can readily be transferred to the ship of a captain who is covertly dealing in slaves. This is an important source of income for some Sea of Fallen Stars pirates. There aren’t a lot of ship captains involved, but there are a lot of little slaving cabals. Each is composed of a dozen people at most, and half of those are usually guards and “heave the drugged bodies” muscle, with six at most being the ac¬tive snatchers and thinkers. Many of these cabals can, if someone starts to hunt or hound them, call on the occasional assistance of evil wizards and priests in return for bodies to experiment on or use in rituals. Because of the small, secretive, informal na¬ture of these gangs, there’s little official mention of slavers. Unofficially, Faerûnians hear a lot of horrific tales about slavers snatching innocent folk, causing them to be hated and feared. Folk in Marsember tend to be blasé about slavers, and Sembians know and accept that hiring someone to have a rival, a fellow heir, or a creditor “re¬moved” is a daily business option. But Dalefolk and rural Cormyreans will grab pitchforks and at¬tack suspected slavers on sight.

     
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