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Secomber

Just off the High Moor, on the north bank of the Delimbiyr near the Unicorn Run, is the small settlement of Secomber, a peaceful town that acts as the de facto border town between the relatively peaceful Western Heartlands and the more savage North along the Sword Coast. A quiet place where fishers and farmers go about their work, and local folk hire out to hunt or fish, or guide travelers through the area. Skilled guides who know the High Moor well , and can navigate its many dangers and its local tribes, are common – or appear to be, given how often their services are offered. Local stonecutters, primarily from a small clan of dwarves, excavate pink granite from the rock walls on northern edge of the moor. The town contains a number of colourful gardens.

Demographics

The town is populated primarily by humans, but almost as many halflings call the place home, and some say they dominate the town. A small group of dwarves from the Ironeater Clan live in the area, as well as a few gnomes and moon elves.

Government

As of 1382 DR, Secomber had been ruled by Traskar Selarn, a ranger who truly had the best interests of the townsfolk at heart, for fifteen years, and he was seen as one of the people by his loyal subjects.  

Law & Order

Secomber's justice system is a basis for most of the settlements in the Western Heartlands.   The town judiciary, known as Rods of Justice, are respected elders who are elected every four years. At any one time there are between six and nine Rods depending on how many are deemed to be required to serve. If a majority of the other Rods vote 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.   Secomber's laws are based on those of the city of Waterdeep with a few differences. First and foremost being the fact that there are no "crimes against Lords", which are the most serious accusations in Waterdeep, however, assaulting a Rod of Justice is treated as both "aiding an attack upon Secomber" and "assault upon a citizen", the sentences for which are combined at trial. The plaints are called 'godsfrowns', 'deathseekings' and 'deceits, malices and threatenings'.   Every judicial case in Secomber is heard by a nine-person jury made up of Secomber's landowners. The jury selection process is done by a blindfolded child who has themselves been picked at random by a local priest (or one of the Rods if a priest was unavailable). The child is presented with a cauldron containing chits, upon which are the names of all eligible jurors, however, if the child picks a juror who has already served within the last year, the chit would be temporarily removed and the child would choose again.   Trials are always public affairs often attended by bored citizens looking for something to do. Although the accused are allowed to speak freely, the utterance of threats, obscenities, or going on tirades will earn them a gag to keep them quiet. Spellcasting within the court without the explicit permission of a Rod is a serious offense. If the defendant does so, they will be knocked unconscious, then bound and gagged before the trial continues with the crime of spellcasting in court added to the list of charges against them. A trial rarely lasts 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.   Upon being found guilty, a defendant is subject to the whim of either the presiding Rod or the jury in terms of sentencing. If fines can not be paid, the guilty party's assets and property can be seized and any remaining monies owed paid off in hard labor. Appeals against verdicts are not allowed, but as time has gone on, when new evidence comes to light, it has become more and more common to have an immediate informal retrial. If the convicted are proven innocent by the evidence, charges can be dismissed and prisoners swiftly set free.   Outside of criminal matters, Secomber has a system of regulations and bylaws for civic matters, the breaking of which earn the offender a fine and a warning not to do it again, since repeat offenders face harsher penalties.

Defences

A small palisade fort sits atop a hill overlooking the town. It is primarily a garrison for the thirty soldiers provided by the Lords' Alliance to help defend the town. Their commander also traditionally commands the local militia, which numbers about 120 members. The current commander is Imenda Vengarl, a domineering captain of the Lords' Alliance from Neverwinter, who has clashed with Traskar more than once regarding offensive raids to clear out the local runmis and hobgoblin dens, which has served only to put her at odds with the rest of the town.   From time to time, gargoyles and other creatures are discovered and unleashed from the Athalantan ruins. Adventurers would be called on to deal with them, though adventurers had likely inadvertently released them in the first place. The town is occasionally subject to hobgoblin raids.

Industry & Trade

Secomber is a stop on the Delimbiyr Route, part of the trail between Waterdeep and Llorkh. Another trail, the Secomber Trail, connects Secomber to Uluvin to the north-west.   Farming, fishing, and stone-cutting are the primary occupations, but it also has a number of folk familiar with the High Forest. Some locals hire themselves out as guides or guards for the passing caravans.   The town welcoms and caters to travelers and caravans, especially adventurers who base themselves out of the town as they explore the High Moor and the High Forest.

Infrastructure

Inns and taverns

  • The Seven-Stringed Harp, a ramshackle sprawling tavern. Above the bar, a ghostly harp plays hauntingly beautiful music.
  • The Singing Sprite, a pleasant inn.

Assets

  • Tower of Amelior Amanitas, the home of the famed alchemist and sage of the North. The tower appears to attract stray cats who live in and around the tower, each of them in one startling color after another: kelly green, brilliant fuchsia, mint blue, flame-orange, cherry red, and sun yellow among them.
  • A small palisaded fort atop a hill housing about 30 soldiers provided by the Lords' Alliance.

History

Secomber is built on the western ruins of Hastarl, capital of the ancient wizard kingdom of Athalantar.

Geography

Secomber sits 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 is the dangerous High Moor. To the north, along the Secomber Trail, lies Uluvin.

Natural Resources

Pink granite from the rock walls on northern edge of the moor

Maps

  • Secomber city map
    Secomber city map
Founding Date
947 DR
Type
Town
Population
1600
Location under
Owner/Ruler
Owning Organization
Characters in Location
Related Professions
Savage Frontier
The Savage Frontier is the region of northwest Faerûn north of the Delimbiyr River, excluding the Sword Coast North, the High Forest, and the Silver Marches (once the former nation of Luruar).   In contrast to the civilized cities found to the south and west, the Savage Frontier comprises rural farmsteads and rough settlements of miners and loggers.   It is a temperate land, with a rugged landscape that is rich with natural resources.

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