Sembia
Sembia is a land of experienced merchants who know how to hold
onto power and young traders who scheme for a share of
it. Sembians relish the art of the deal, the skill of gaining
advantage through negotiation instead of through outright
falsehood or cheating Although Sembia does not control as great
a proportion of Faerun's trade as Amn, trade controls Sembia
much more than trade controls Amn.
Unlike the lawless thugs of the Moonsea cities and the Pirate
Isles, Sembians generally observe laws of contracts, debts, and
interest payments. Quite often Sembians observe these laws all
too well, exploiting loopholes that others had not imagined.
Sembia conceives of itself as a young, aggressive and
expansionistic nation. It has already co-opted one of the Dales,
the former Moondale, and transformed it into a new capital fit
for a great power: the city of Ordulin. But the Sembian elite
are too interested in seeking advantage over each other to unite
behind a single foreign policy or a single warlord.
Sembia uses its position on the northwestern shore of the Sea of
Fallen Stars to serve as the broker between the north and the
south of Faerun. The Zhents of the Moonsea also trade with other
countries, but the Sembians don't consider them a true
competitor, because a great deal of Zhent commerce flows through
Sembian ports at one point or another, mostly through
Ordulin. The Sembians do not think of the Zhents as a magical
threat, but the foremost worry of Sembia is the magical
mercantilism of the Red Wizards of Thay. The Council of Sembia
has little interest in seeing Thay force its way into formerly
Sembian markets by providing magical goods that the Sembians
can't duplicate.
Life and Society
Sembia is the land of wealth and the grasping desire to earn
more. More vigorous and practical than ostentatious Amn, it's a
place of costers and secret cabals, cults and other dangerous
dabblings of the bored or desperate. As long as other folk in
Faerun still have a few coins that could be in Sembian pockets
or vaults, the folk of Sembia are not content.
Most Sembians spend their lives making money, doing business,
having a hearty time in ways that display wealth (chiefly
fashions, fads and revels), and gossiping about Faerun in
general and their neighbors in particular. The cityfolk
dominate Sembian life, and all citizens look down on the folk of
other cities. Old money commands respect because of its
extensive connections, and among the self-styled nobility of
Sembia, all manner of corruption and incompetency is permitted
as long as certain laws aren't breached (consorting with
pirates, for instance, brings heavy fines and shunning).
All but the greediest Sembian city guards are paid well enough
to be above bribery. The guards are schooled in arms, dirty
tricks, politeness, and understanding the ever-shifting
intrigues. As a result, they're seldom heavy-handed and widely
respected.
Sembia has hot summers, rainy springs and falls, and bitterly
windy winter, when its harbors ice up for months. Sembian nobles
own extensive farms and forested hunting estates, complete with
large breeding stables and luxurious lodges, in the north and
northwestern Sembian countryside.
Sembia is prosperous, but there is a dark side to its security
and wealth. It's a haughty, ruthless, and cutthroat land,
bustling with commercial intrigues. Sembians look down on the
poor and all outlanders - albeit with a measure of respect when
they think of wealthy and successful Amn, Thay, Waterdeep and
Westgate - and they positively sneer at elves. Sembians are
outwardly tolerant of a wide variety of races, appearances, and
customs … as long as such strange folk are here to buy.
Coins make instant friends in Sembia, and lack of coins make
them disappear just as swiftly. The dagger, strangler's cord,
and poison pose the chief dangers to life and limb, and may
strike anywhere - but do so sparingly, because there are plenty
of wizards-for-hire in Sembia, and local rulers pay some to use
spying spells at random to check on their subjects' business
dealings.
Sembian expect corruption in high places. Constant rumors speak
of various city rulers conspiring with Thayans, Zhents, or "fell
things mages can talk to from afar" to betray their citizens.
Underhanded dealings are permissible and even admired - but
outright theft or arson are abhorred, and justice can be harsh.
Outlanders seeking to set up shop in Sembia are warned that if
they "look different" from the fair skinned, drawling humans,
business rivals seize on any excuse to start unfavorable rumors
about them, because Sembians are especially quick to shun
"sneaking outlanders".
Saerloon
Saerloon is an old, refined city of exotic, varied tastes. It
prides itself on its culture and high society, and is liberally
endowed with grandly carved stone buildings, statues and
fountains. Saerloon is also a busy merchant city. The docks
bustle day and night, as do the main roads where the warehouses,
stables, and caravan yards are located. Local competition is so
fierce as to relegate the large trading costers to mere seconds
among equals.
Visitors find the pretty stone buildings make poor landmarks:
one carved gargoyle looks so much like another. Saerloon's
citizens maintain a fever pitch of mercantile activity, seasoned
by thievery and intrigue. In contrast to well-policed cities
such as Daerlun, Saerloon is a happy plotting ground for
thieves, slavers, cultists and even more nefarious individuals
and groups.
Ruler: Lady Merelith of the Guard, in the name of the Council of
Sembia
Population: ~55,000
Major Products: Furniture, clothing, art, pewter, fine wine,
carriages, small ships, woodcarvings
Major Churches: Mystra, Azuth, Waukeen, Tymora and Lathander
Other Churches: Milil, Savras , Selune, Shar, Sharess, Sune,
Tempus, Torm, Valkur and Mask
Major Organizations (known):
- Helms
-
The Helms serve as the cities military and police force. They
are well trained, well equipped and well paid compared to the
typical watch force you would find in other cities. Do not
underestimate these people, they will not be easily fooled or
mislead. Most are even above bribery. We will try to get a
handle on which Helms may be bought or at least paid to look
the other way in time but for now treat every Helm as the
enemy. If at all possible, avoid the Helms, if you must kill
one, make sure you leave no incriminating evidence or even
better, leave no traces at all. During the day the Helms
travel in groups of two to four. At night the patrol sizes are
typically double that size. Patrol are most frequent in high
commerce areas and least frequent in residential areas.
- Dark Blades
-
These guys are the opposition so remember the name. Up until
recently, the Dark Blades controlled the vast majority of
crime in Saerloon. This Thieves Guild also has branches in
other Sembian cities and even though they operate largely
independently of each other they can pool resources. Little is
known of the organization. It is believed to be controlled by
a small council of retired Master Thieves and are run much
like a Sembian business, in an efficient, practical and
ruthless manner. Recently some internal conflict within The
Dark Blades has caused a schism. One quarter of the Saerloon
Dark Blade members are believed to have splintered off into a
new group, which we know nothing about. Another 25%, taking
advantage of the conflict, are believe to have gone
independent. We plan on taking full advantage of this
situation to gain a strong foothold in Saerloon. That's why we
are here.
- Cult of the Dragon
-
In case you haven't heard of these buggers, they are a crazed,
borderline insane group dedicated to bringing about some
prophesy where undead dragons will rule the world. A bunch of
nonsense, of course, but they believe it and they are
fanatical. Evidentially the Cult has a sizable base of
operations within Saerloon. They finance many of their
operations from money gained and filtered through the city. We
have heard of them running several drug and gambling
halls. What else they may be involved in is a question that
has been pondered by many. The Cult's activities do not
interest us much and they are to be avoided. The Cult is too
unpredictable and dangerous to bother with at this time.
- Eyeless Mask
-
Another mysterious group, the Eyeless Mask has been
responsible for a number of high profile kidnappings. Whether
done for slave stock or for ransom is unknown, but the group
is evidentially very skilled given some of their
accomplishments. More information will need to be turned up of
the Eyeless Masks organization and operations.
Notable Locales:
- North Market
-
The newer and bigger of the two large open markets, the North
Market sports a high pillared statue of Saer (merchant master
and famous leader of Sembia in its early days). A huge variety
of wares can be purchased at the North Market and as such it
is one of the most heavily patrolled areas of the city.
- Dolphin Market
-
The Dolphin Market is a crammed place of leaning stalls and
stinking fish. It is located near the docks and is composed
mainly of food vendors.
- Sembian University of Commerce
-
One of the most well renown centers for learning, the
University of Commerce was founded in and is still located in
Saerloon. An old establishment, the University educates the
children of many merchant families. Though trade and commerce
are the focal points of the curriculum, the University
provides a fairly well-rounded education. The University is
located in a series of old stone buildings just east of the
North Market.
- Arena Fataluun
-
A relatively new structure, built outside the cities walls,
the Arena is home to many competitions and sporting
events. Gladiatorial events have been becoming an ever more
popular attraction, competing with the famed West Gate blood
sport.
- Moonshadow Alley
-
A place not known to the majority of inhabitants of the city,
the Moonshadow Alley is the focal point of Saerloon's
blackmarket. All manner of goods and services can be bought on
this windy stretch of narrow crowded street. Though some
vendors operate during the day, most only operate between
sundown and sunrise. Be warned, this area is believed to be
under the watch and administration of the Dark Blades.
City Districts:
- Wharf District
-
The stretch of Saerloon than runs along the sprawling docks is
know as the Wharf District. The Wharf District is a hive of
activity both day and night. It is home to Saerloon's many
piers and docks, its dry docks and ship construction
facilities, many of the cities warehouses, businesses that
serve the many visiting sailors and the homes of the teeming
dockworkers and other laborers that toil away in this critical
area of the city. At one time, the Wharf District was entirely
composed of stone and brick buildings, situated on relatively
spacious streets and avenues. However, as Saerloon has grown,
many smaller, and frequently wooden building have filled in
the spaces between these building, crating the appearance of
wooden cancerous growths on the older stone structures. Now
only the main roads in the Wharf District can handle more than
4 people walking abreast.
- Commons District
-
One of the largest districts of the cities, the Commons
District occupies almost the entire western third of
Saerloon. The Commons district contains the homes of most of
the cities lower class. Laborers, textile workers, and the
like all call this section of the city home. In addition to
the seeming thousands of residences, small businesses serving
this public also can be found sprinkled here and there. The
Commons District is known by the locals as the Warrens. This
is due to its seemly random avenues and meandering
streets. Less than half of the buildings here are stone and
those are in need of repair. The rest of the buildings are
wood, making this part of the city a severe fire hazard. As
such, the Helms strictly enforce laws about carrying open
flame in this part of the city.
- Market District
-
The Market District is the section of the city located between
the North Market and the Dolphin Market. This district houses
a huge variety of permanent shops and the homes of many
merchants. Though crowded, the Market District is composed
almost entirely of stone and brick buildings and is generally
in much better repair than the Commons, Guild and Wharf
districts.
- University District
-
A unique area not found in most Sembian cities, the University
District is home to Sembian University of Commerce. In
addition to the University buildings themselves, many
churches, sages and mages make their home and conduct their
business and research here. Home to the educated and learned,
this area of the city is relatively spacious and well
ordered. Some of the oldest stone building (the building
material of choice here) in all Sembia can be found in this
part of the city. The University District is easily the
smallest section of the city and is located east of the North
Market.
- Guild District
-
The second largest district of the city, the Guild District is
a buffer between the Commons District and the Market and
Finance District. The Guild District houses the numerous Guild
halls, factories and textile shops of Saerloon. Though many of
the supervisors and mid level guildsmen live here, most of the
people work in the Guild District live in the neighboring
Commons District. Large businesses, factories, warehouses and
dominate this portion of the city, though small businesses
that serve the needs of the workers and the other businesses
can be found here and there. Many of the buildings here are
crowded close together and are made predominantly of brick.
- Finance District
-
Considered to be the heart of the city, the Finance District
is home to not only most of Saerloon's financial
establishments (lending houses, banks, trading & commodity
centers, etc.) but also to Saerloon's governmental buildings
as well. The buildings here are some of the best in the city.
- New City
-
As the name implies, this section of the city is the most
recent and, unlike the other districts, is located outside the
city walls (mainly to the north and east of the city). The New
City is dominated by the huge Arena Fataluun but is also home
to many businesses serving Saerloon's frequent caravans as
well as sprawling townhomes that wouldn't fit within the Old
City. Most of the building in the New City are wood, the
threat of fire spreading to the Old City being minimal.