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Overview
Marsember is the second largest city of Cormyr, and, like the
capital at Suzail, is a seaport on the Dragonmere (the Lake of
Dragons). The city is built on a series of small islands, with each
island crossed and recrossed by a number of canals.
Marsember is the City of Spices, and is so named because four competing
trading families based there have shipped spices to and from lands far
across the Inner Sea for decades, drawing much of the trade in
condiments for the region there.
Because of the large numbers of small fishing boats that work out of
its harbor (or anchor in the mouth of the Wyvernflow, but bring their
catches here for sale), Marsember is the kingdom's busiest port.
Marsember is infamous for the intricate network of sewer-like, narrow,
winding canals that run throughout the entire city. Spans of stone
connect the upper floors of close buildings, and light skiffs poled
through the streets. The city was originally built on Marsember Marsh
and expanded over time, taking what territory it might. Flat, hard
ground is at a premium in Marsember, so that only the courts of the
wealthy and places of government have large plazas laid out above the
high water mark.
Marsember's sole large church is Morningmist Hall, a temple of
Lathander under the control of High Morninglord Chansobal Dreen. He has
16 priests of various levels serving underneath him. There are also
shrines to Tymora and Umberlee in the city.
The light skiffs used in the canals are much like coracles, but their
dimensions are 8'-10' long, and 2'-4' wide.
Marsember was ruled in the name of the king by Ildool, a grasping
political hack who retained his job in part by bemoaning how terrible it
was so that no others covet his post. He was executed when orcs invaded the city in the summer of 1403, and after the orcs were driven out of the city, his post was filled by his former herald, Bledyrn Scoril, an upstanding and well-thought of man.
City Statistics
| Population: |
46,900 |
| Summer high |
53,200 |
Armed Forces
A garrison of 3,000 Purple Dragons, led by two men: Ayesunder
Truesilver, Warden of the Port, and Felis Strongarm, the Captain of the
Guard. All Dragons are good swimmers, and wear leather armor with metal
helms and breastplates. Serving as police and customs agents, they pole
skiffs along the canals, armed with 20-foot-long 'lawhooks' for
grappling vessels, docks, or flotsam, and gaffing those seeking to
escape or fight.
The Purple Dragons in Marsember are even more strict
than they are in other cities in Cormyr. With the rising level of
corruption, the Dragons are charged with enforcing the local laws to
the letter if necessary. As such, it is not uncommon for what would
normally be considered a minor offense to escalate into several nights
of incarceration for misspoken words under one's breath.
An Imperial Navy detachment of 12 major ships and crews (2,200+
trained sea warriors) is also based here. They patrol the coast, guard
the navy dry-docks, and train recruits (typically 240+, using four old,
leaky carracks).
Skiffs: Both soldiers and citizens use small skiffs
for getting about. Made of stout wood sealed with fish oil or tar,
these are flat-bottomed, 2 to 4 feet wide by 8 to 10 feet long, and
have upswept gunwales and ends, so that either end can serve as the
bow.
A typical skiff has two long, hook-ended poles, two paddles or oars,
and a canvas cover that doubles as a lateen sail when rigged with the
skiff's poles. Leeboards (wooden side-rudders) are used when sailing.
In accordance with the laws of Cormyr, all those who carry
weapons are required to have them peace-knotted at all times. Failure
to do so results in the severest of consequences, ranging from nights
in jail to being banned from the city altogether. Those individuals
not capable of peace-knotting their weapons can contact the War
Wizards for assistance.
Notable Mages:
- Delthrin the Deadmaster, infamous for animating many undead to
defend the city against a pirate raid; a recluse devoted to necromantic
experiments.
- Filfaeril Stormbillow, a retired adventurer who makes magical items
and has grown very rich selling items and potions to adventurers and
buying magical components from them.
- Vindala Chalanther, a known tutor and mage for hire.
Notable Churches:
- Morningmist Hall, temple of Lathander; High Morninglord Chansobal
Dreen, a shrewd investor in new ventures, who enjoys ceremonially
consecrating new ships and is a deadly foe of pirates and smugglers,
whom he often sends his priests to fight; 16 priests, 12 followers.
- Shrines to Tymora, Umberlee, and Waukeen.
Notable Rogues' and Thieves' Guilds:
- None known. The War Wizards and Harpers between them root out all
actively dishonest groups; the Harpers use Marsember as a safe port on
the Inner Sea, and take care to keep it that way.
Equipment Shops: Full. Marsember, being the second largest
city in Cormyr and its largest port, is a shopping haven for everyone,
from adventurers looking for equipment to nobles looking for exotic
rarities.
Adventurer's Quarters
- The Roaring Griffon Inn
- The Old Oak Inn and Tavern: once grand, now run down
- The Cloven Shield Inn and Tavern: a noisy, ramshackle place
- The Barrelstone: a leaking, gnome-run place, full of fun and good
music. The food is terrible and the damp rooms host fungi and
vermin.
Important Characters:
- Blentra Whaelbuckler, Harper agent and scourge of evil who
enjoys pouncing on pirates, slavers, and thieves by night.
- Elestra Blaebur, a popular party singer and dancer who
secretly carries messages for War Wizards, Harper and other well paying
patrons. Her specialty is midnight bedside message deliveries to
unsuspecting, well-guard persons.
- Maerun Stoutbold of Suzail, usually winters in Marsember,
where his coins are very active in shipbuilding.
- Scoril, King's Herald of Marsember, registers births, deaths,
deeds, and tax payments, and witnesses contracts, promissory notes, and
sentencings.
- Szwentil, a founding partner of the Six Coffers Market
Priakos, a busy overseer of ship and structure construction
investments.
- Tannuth Ormbyr finds and hires adventurers and mercenaries
for clients requiring discretion.
Important Features in Town
Marsember stands on the west bank of the River Starwater, where it
empties into the Inner Sea. Wise sailors from other lands avoid the
treacherous Starmouth sandbars put in at Marsember to let local vessels
carry their wares inland up the Starwater--or to save money over
Suzail's more expensive docking fees.
Such fees vary by the season, but usually 1 gp/berth. A ship too large
for a single 90-foot long dockside berth, must pay for two berths, or
anchor in the the basin at a cost of 2 gp and be unloaded by shuttle
barges. Suzail's fees follow identical rules, but are twice as high.
Named for Marsember Marsh, the desolate bog that once lay here,
Marsember extends out into the water by means of low stone bridges,
which link the shore to many sandy islands.
In Marsember's early days storms and high spring tides regularly swept
away island docks and buildings. Since the reign of Palaghard II
(great-grandfather of the present King Azoun), the crown has paid for
annual cartloads of quarry rubble from mines near Tyrluk to be dumped
along island shores, to guard the sandy soil against the hungry sea.
In olden days, only a few fishermen and ferry-men lived near the dismal
marsh (infamous for many will-o-wisps-and, legend holds, even worse
inhabitants). The Starwater is remarkably free of rapids, and in small
boats is navigable as far north as Redhand Pool in Eveningstar. As
trade between Cormyr and older Inner Sea lands grew, a port appeared
where seagoing ships unloaded cargo onto small skiffs or rafts for the
trip upriver, which in turn brought logs and smelted ore down from the
interior to the ships.
A sprawling, chaotic series of docks and precarious trestle bridges
arose. Marsember today still has something of a ramshackle air about
it. By King Azoun's decree all new buildings must be built of stone,
reinforced by stucco that must be renewed on orders of local crown
inspectors. The use of cedar or slate roofs is also required. Older
wooden warehouses and boat sheds still stand, however, many visibly
rotting and sagging into the water.
Because everyone wants their own water access to carry on trade without
paying docking fees (which reimburse the crown for the costs of
constant stone hauling and canal dredging), the islands on which
Marsember stands are crisscrossed by a webwork of narrow, winding
canals. These serve as local sewers, and can be politely described as
unpleasant. Their stench is incredible during hot, dry summers, and the
heat of decomposition keeps their steaming waters clear of ice even in
the coldest winters.
Local Lore:
Marsh monsters are popular in local tavern tales. Old Marsembians
tell of will-o-wisps knocking over bridge lamps in night fogs and
posing as the lamps, moving to lead the unwary into watery bogs.
Those who drown in the Starmouth, it is said, come back to seek out
friends, lovers, family, and especially enemies and debtors. Dripping,
they walk by night in sodden undeath, and drag the living down to join
them. Even hardy adventurers admit that strange creatures lurk near the
Starmouth, and that there is something fey about Marsember's murky
canals.
Marsember is also a center for smuggling, though this practice is not
as rampant as it once was. There are tales of full, lost wine-casks
rotting under the water, and of sunken slave-cages discovered crowded
with drowned unfortunates when warehouses were torn down.
There are also, of course, whispers of treasure hidden in the muddy
waters. It is certain that at least one of Gondegal's gold-laden
payboats was lost in the area. Marsembian elders also speak of skiffs
full to the gunwales with elven gems, scuttled deliberately somewhere
in the canals on a dark night to avoid seizure by Zhentarim agents.
They also tell of Sissra, a half-elven princess who died four hundred
years ago. Her corpse was laid in a slim riverboat with gold, gems,
and magic arrayed about her. Set afire, it burned to the waterline
while drifting in the Starmouth.
Searchers have never found it, but many believe Sissra's ashes and
treasure lie beneath some old city warehouse, in the all-concealing
mud.
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