Sembia
Sembia
Geographic and Political Overview
Sembia lies on the northwestern shore of the Sea of Fallen Stars in central Faerûn, occupying a strategic position along many trade routes. Its coastal cities connect it by sea, while overland roads tie it to Cormyr, the Dalelands, and other Heartlands realms. At its greatest extent, Sembia is bounded in the south by the Sea of Fallen Stars, to the west by the Darkflow (the boundary with Cormyr), to the north by the Scar and River Ashaba (against the Dalelands), and to the east by uplands abutting the Infested Hills, Thunder Peaks, and Arch Wood region.
Politically, Sembia is a plutocratic alliance of city-states rather than a feudal or monolithic kingdom. Each major city (or city-state) retains significant autonomy, and together they act in concert when mutual interest demands. The national capital is Ordulin, a younger city repurposed from the older Moondale region, selected in part for its neutral position among the major powers of the realm. The wealthiest and most prominent city is Selgaunt, lying on the coast at the mouth of the river Arkhen, governed by influential merchant families known collectively as the Old Chauncel. Other important Sembian cities include Saerloon, Daerlun, Urmlaspyr, and Yhaunn.
History and Origins
The lands that now form Sembia once lay under forest (ancestral to Cormanthor) and were settled gradually by human colonists. In 380 DR, settlements from Chondath established outposts in this region, which later grew into what would become Saerloon and Selgaunt.These outposts declared independence around 884–885 DR, aided by Elven forces from Cormanthor, and from that seed evolved the nation of Sembia.
Rauthauvyr “the Raven” is credited as Sembia’s founding figure circa 913 DR. He rallied forces to protect roads and trade routes, challenged nearby elven holdings, and built the merchant-based governance system that endures. His imagery—a raven and a pile of silver—became enduring heraldry, and the realm’s silver coins came to be called “ravens.”
Over the centuries, Sembia grew via trade, commerce, and cautious expansion. It absorbed neighboring Moondale (turning it into Ordulin) and expanded into border tracts previously held by forest or elven domains.
In the mid- to late 14th century, internal strife weakened Sembia. Around the 1370s, civil war fractured major merchant houses, and the resurrected Netherese Empire intervened. By 1380 DR, Sembia had become a protectorate and was eventually consolidated into the Netherese dominion, though Daerlun and Urmlaspyr retained more freedom.
Under Netherese rule, Sembia was governed by shadow and arcane oversight, and endured a long period of subjugation. With the collapse of Netheril in 1487 DR, Sembia reasserted independence and again operated as a coalition of prosperous city-states.
Government, Law, and Military
Governance in Sembia is controlled by merchant elites. From the 10th through the 14th centuries and into later eras, a merchant council elected an Overmaster for a fixed term (often seven years) to arbitrate among powerful houses and direct foreign policy. The Overmaster’s power is significant but remains checked by the council. Legal systems emphasize contract, debt, and commercial law. Sembians enforce the letter of the law rigorously, including interest and exact fulfilment. One notable law (by 1359 DR) prohibits a spellcaster from accepting payment to remove a spell the caster themselves cast.
The nation is not heavily militarized; instead, it relies on mercenary companies, adventurers, and private armies under merchant houses. One famed force was the Silver Ravens, the personal guard of Miklos Selkirk in the latter 14th century. Naval strength is important for protecting trade. Sembian ships often carry names referring to coin or wealth (e.g. Bicentan Sail, Three Falcons Volant).
Economy and Commerce
Trade is the lifeblood of Sembia. The realm does not maintain a centralized trading corporation but instead supports large trading costers and consortiums (e.g. Firehands, Iron Throne, Six Coffers, Seven Suns) that move goods across land and sea. Fishing, too, is taxed; those who fish in Sembian waters must pay dues to local authorities. The Sembian currency became widely accepted across Faerûn by the 15th century, reflecting the reach of its merchants.
Primary exports include books, foodstuffs, textiles, pottery, spiced sausages, silk, weapons, wine, and various branded condiments (e.g. Joyous Thresher, Milver’s Silver Star). Agriculture remains a substantial interior economy: vineyards, orchards, farms, and livestock backing the urban markets. Sembian farmers pride themselves on efficiency and profit margins.
Society and Culture
The demonym for one from Sembia is “Sembite” or “Semmite,” with usage varying by region. Outside Sembia, wealthier merchant stereotypes were sometimes derided as “Semmar,” though the term fell out of favor. Sembians are proud, often haughty, and view city life as superior to rural life. Their social values center on commerce, negotiation, accumulation of wealth, and maintaining reputation. Corruption is tolerated—so long as it does not impede business—and shadow deals, secret cabals, and covert intrigue are part of the social fabric.
Outlanders, especially those who appear foreign or different in culture or appearance, often face prejudice or distrust in Sembia. Elves are particularly scorned, due partly to historical tensions with Cormanthor and later expansions. Vast numbers of secret cults, merchant conspiracies, and villainous intrigues find refuge in Sembia, drawn by opportunity and wealth rather than open war.
City festivals and market days are important cultural outlets. Gnomish mint ale brewed in western Sembia is well known across Faerûn. Food contests—especially for pies and sausages—are held regularly; winning chefs gain prestige and contracts with noble houses or large estates.
Notable Locations and Sites
Ordulin: The modern capital, built over former Moondale, central to administration and the mint.
Selgaunt: The richest and largest port city, dominated by the major merchant families.
Daerlun: Free city‐state near Cormyr, it declared independence from the Netherese and resisted absorption.
Saerloon: Politically unstable, a hotbed of thieves’ guilds, demonic cults, and street intrigue.
Urmlaspyr: A city punished under Netherese rule for resisting suppression of non-Sharran faiths.
Yhaunn: A mining city rebuilt by Netherese; portions rest on floating earthmotes, forming an exclusive sky district.
Yuthgalaunt: A settlement along Tilbaryn’s Ride between Ordulin and Yhaunn.
The Shadowed Ruins: Around the former location of Ordulin lies a rift into shadow; the city's old site was consumed in a planar tear into the Shadowfell, leaving a dark whirlpool where it once stood, with a Shadovar citadel suspended above on an earthmote.
Present Challenges and Outlook
Sembia’s strength lies in trade, ambition, and adaptability. Yet its very nature poses internal tension: the same merchant houses that bring wealth also breed rivalry. Without a unifying vision beyond profit, Sembia teeters between collaboration and internal conflict.
Externally, threats loom. Cormyr remains a wary neighbor. The Red Wizards of Thay are a concern for importing magical goods into Sembian markets. The Zhentarim trade network is both competitor and partner—Sembia tolerates passage of goods through its lands, though it distrusts overt influence.
In times of crisis, Sembia relies on mercenaries and cooperating city-states more than standing armies. Its naval guard, combined with fast merchant squadrons, protects its sea lanes. Political stability will always depend on the balance between merchant houses—and on any Overmaster willing to wield influence justly.