Secomber (II)
This page uses fonts. You can find them here
These webpages are by default outdated but serve as a sample. Follow this link for the latest version.
I wrote this in 1992 or so. It's about time for a clean up and spell check... brrr...
 
Secomber.
  Secomber
  Population.
  Floodside and Dipside.

Going to Secomber.
  Going to Secomber
  By caravan
  North and South

Areas.
  Areas
  Westbank
  Skipper's Ave
  Unicorn Harbour
  Harbour Hill, The Flanks
  The Circle, Winterstay
  Goodhill.
  Lord's Hill.
  Rumble Market
  The Dip

Appendices.
  The CSSC.
  CSSC Ships
  Magic
  Guardstones

Drawings.
  The Seven Stringed Harp
  The world
  Delimbyr Vale
  Secomber Shield
  The Tear and bridges
  Unicorn Harbour
  Town Center
  The Circle / Winterstay
  Large overall map

More.
  secomber.pdf

 
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.

Okay, we're mostly done now. Let's go a little bit further north, to...


The Dip.

... where we will enjoy a hearty meal and a nice glass or two... or three, in The Seven Stringed Harp, Secombers heart and soul.

You're buying? Well, I could tell you something more about the CSSC or Secomber magic, for another glass, of course... Thank you! Now... a bit more about Secomber can be found in TSR's Volo's Guide to the Swordcoast, but let me continue and tell you about those things you won't find in Volo's book...