You are on page 1of 120

OFFICIAL GAME ACCESSORIES

The Dwarves
Principalities of Rockhome
of Glantri Available Now
Available Now

Northern

Available
Reaches
May 1989 Available Now

Emirates
of
Available Now
The Elves
of Alfheim
Available Now Twilight of the
Empires*
Available
The Republic August 1989
of Darokin
Thyatis & Alphatia
Available Campaign Set.
March 1989

The Kingdom The


of Duchy of
Available Now Karameikos
Available Now
The
The Minrothad
Five Guilds
Available Now Available Now

Complete fantasy KINGDOMS, ready f OR play.


Full coloR Maps. Hiql7 abveNtuRes. FasciNatiNq Cl7aRacteRS.

DUNGEONS & DRAGONS is a registered trademark owned by TSR, Inc. "1988 TSR, Inc. All Rights Reserved.
PLAYER'S BOOKLET
OFFICIAL GAME ACCESSORY

MiNuotliab CJuilbs
by Deborah Christian and Kimber Eastland

<BaOoWWW}M^&W&M:&W:5&c5oB:o:&W^o5M^M^ffW

Table of Contents
Adventurer's Guide to the Minrothad Guilds 2
Minrothad History 3
Lands of the Minrothad Guilds 4
Economy of the Minrothad Guilds 6
Law in the Minrothad Guilds 7
The Society of the Minrothad Guilds 9
Tips to Travelers 11
Beliefs of Minrothad 12
The Minrothaddan Calendar 13
The Races of Minrothad 16
The Guilds of Minrothad 20
The Caste System 28
Guild Privileges 31
Politics in the Minrothad Guilds 32

Credits: AD&D, DUNGEONS & DRAGONS, D&D, and WORLD OF


GREYHAWK are registered trademarks owned by TSR Inc.
Design: Deborah Christian, Kimber Eastland FORGOTTEN REALMS, BATTLESYSTEM, PRODUCTS OF
Editing: Steve Winter YOUR IMAGINATION and the TSR logo are trademarks owned
Product Manager: Bruce Heard by TSR Inc.
Cover Artist: Clyde Caldwell Distributed to the book trade in the United States by Random
Interior Artist: John Lakey House, Inc., and in Canada by Random House of Canada, Ltd.
Graphic Design: Stephanie Tabat, Dave Sutherland Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK Ltd.
Cartography: Dave Sutherland, Dennis Kauth
Typography: Kimjanke This module is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use
of the written material ot artwork herein is prohibited without
the express written permission of TSR Inc.

®1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR UK Ltd.


FOB 756 120 Church End, Cherry Hinton
Lake Geneva, Cambridge CB1 3LB
WI 53147 USA United Kingdom

ISBN 0-88038-607-X 9236


QuiOe to tl7€ MiNHOtliab QuilOs
WelcoMC to tlje of the major islands banded together to A MiNKotijad Guilds
form the Minrothad Guilds, the nation
"There were oncet a time when halflings
that controls most of the sea trade in the
This book contains general knowledge were enslaved by Minrothad tall folk. Big
world today.
about the Minrothad Guilds and is for labor for small diggers, that were—but we
"These guilds have built an unsur-
the use of PC and DM alike. The other don't ponder that no more. Malf Quick-
passed merchant fleet to carry their exotic
book in this set is for the DM's eyes only. hand freed us, and off we took to Open
goods to other nations. They are secretive
Minrothad is a nation of islands located Isle. Now we be as heavy-pursed as any oth-
about their crafts, for few other guildhalls
in the Sea of Dread, south of the shores of er family in the guilds. Business be good,
can compete with the rare and artful trade be good, and the tall folk never so
the Grand Duchy of Karameikos (see objects exported by the Minrothad
GAZ 1) and east of the island kingdom of powerful since the Silver Purge.
Guilds. But the secret of their trading
Ierendi(see GAZ 4). "The purge? Oh, that were long back a
success lies in two other, factors. Minro- killing time for humans, cursed as they
This nation is a political-economic thad maintains strict neutrality with the
combine of various guilds. Some of the were with the were-way. But it be false,
nations of the world. This allows them
guilds are organized around crafts and what lerendi tour guides say! The were-
unrestricted access to major ports, where
the families that control them; some pro- folk be long gone from our Isles. Tourist-
they base their merchant agents and
vide professional services, while others fond we be, and you'll catch naught if
offices.
pursue activities that are covert, military, you visit Minrothad. Stop your ears to
"The second factor is the Minrothad
or purely political in nature. island-hopper lies from lerendi!"
merchant-princes: captains and masters
The Minrothad Guilds are one of the of magic that keep their vessels safe at sea.
most powerful non-military entities in No one in his right mind bothers a Minro-
A "CljyatiaN MencljaNt -
existence. Due to their wide-ranging thad vessel, and no merchant worth his "Guilds, shmilds. Those Minrothad
trade network and dominance of com- trade goods offends their buying agents. upstarts want to create a trade monopoly,
mercial shipping, almost anything, legal A contract with the guilds can be worth a and woe betide the country that depends on
or illegal, can be obtained by Minrothad cargo's weight in gold." them for shipping the day they decide to
traders or their agents. The Minrothad throw their weight around! We tried to
Guilds wield economic and political clout A MiNnotljad Quii&s Dwanf bring culture to their islands when they were
far out of proportion to the size of their ignorant barbarians, but they didn't see die
island nation. "Never trust a Glantrian. They be
advantages an alliance would give them.
An increased guild presence on the tight-fisted, blackhearted dastards with They still refuse to ally themselves with us.
waterfronts and in the trading houses of no bone of pity for refugees or them that Just shows how short-sighted diey are. I only
the continent have brought this success- be down on their luck. And they lack the
trade with them if I don't have any choice."
ful commercial nation much into the foresight to see how a business deal might
public eye in the last decade. In earlier be made. Guildsmen, now—that story C}uili>s
times the country was fervently isolation- tells different. We always be calculatin' a
ist, forbidding immigration and strictly way both sides can benefit. And you can
controlling travel and trade practices that trust us, for we honor our word once it's "It's a bright new day for us, with Oran
brought outsiders to the islands. But this given. Unlike Glantrians." Meditor as Guildmaster. One of the sea-
policy has altered with a change in gov- faring elves he is, whom we call the water
ernment, and the Minrothad Guilds have elves, and a great leader. Oran gave us an
opened their doors to trade, travel, and open trade policy, gained cooperation
"Those Minrothad ships are from the halfling and the dwarvish
interaction with the folk of other nations. bewitched! Strange things happen
Curious travelers inquiring about the guilds, brought the family guilds in line .
around them—odd winds ablow, schools
Minrothad Guilds can hear interesting .. Oh? You don't know our guild system?
of monstrous fishes following alongside,
things, depending on whom they ask for "The only important part is that the
ships that vanish. Well, no one believes it
information. guilds were founded in 691 AC, and
until they see it for themselves, and then
great Minrothad became center of coop-
it's too late. Even pirates leave them
A Sage FKOM SpeculanuM erative trade ventures. Craftsmanship is
alone, that's for certain. A merchant-
our only demand from our members: our
"Over the sea, east of lerendi and west prince is a match for a pirate vessel all by
guilds include halfling, dwarvish,
of Thyatis, lies the Sea of Dread. The himself. They're not normal people, you human, and elvish craftsmen. Guilds are
exact number of islands found there is know. I've seen the flotsam myself, after run by their masters, and they are
unknown, because many are perpetually a battle—there was naught left worth sal- directed by the ruling guildmaster, Oran
surrounded by fog and mists. The people vaging. I'd steer clear o'them vessels, Meditor. Simple, is it not?"
were I you."
CJuifce to tl?€ MiNROtl?at> Quilfcs
, as tolfc for more power and knowledge than Cali- and we ourselves turned human magic
by tl7c Wateu Elves tha Starbrow had given them. They into an art for the protection of our ves-
delved into the ways of dark and danger- sels. Our wood elf brethren came to us
Water elves are a seafaring race of elves ous knowledge, until we, their more cau- from over the seas, led by the immortal to
whom some claim have made their home tious brethren, left them and went to live aid us in the crafting of ships and pursuit
among these islands for thousands of separately in lands across the sea. The wis- of trade.
years. Their version of local history is the dom of this was proven a millenia later, "We have tolerated the growth of
one most widely heard by strangers to when the immortal raged at the evil human cultures on our islands, stamping
Minrothad. works done by the power-hungry Alfas- out plagues of lycanthropy from among
"The sacred Dread Sea Scrolls say that ser, and destroyed their homeland and all them and separating their quarrelsome
in the beginning, there was only water, the peoples who lived there. She opened factions when they insisted on waging
light, and the immortal Calitha the earth and brought down the skies in war. We helped the humans to trade
Starbrow. Calitha looked upon her shim- such devastation that only the lands across the seas, traveling far in our artful
mering sphere and desired that there whence we had emigrated were left. Even ships. Persuaded by Thyatians, foolish
should be people there to honor her. She those were torn by the eruptions of her humans indulged in slave trade, and
created the True Ones, or Alfasser; anger so that they formed islands in the brought halflings to our shores to serve
though men call us water elves today, we sea. them. We helped free the little people
prefer that ancient name by which we "We true ones who survived called the from the yolk of slavery, and welcomed
were known. waters around us the Sea of Dread, for them into our midst as craftsmen and
"The immortal was pleased with her our fear that Calitha's anger would be equals.
first and best work and soon made others unquenchable. While the immortal "In later times, we invited dwarvish
to populate the sphere in company with raged, she sent plagues, famines, and craftsmen to join us in the creation of use-
her true ones. She made the Alfund, other disasters as tests to see if we, the ful and beautiful things. They gladly left
whom we now call wood elves, and after remaining Alfasser, would stay true to the ungrateful lands of Glantri, and
them the animals: the fish in the seas, the her. Many turned away from Calitha in brought their metal and stoneworking
birds in the skies, and all manner of crea- those days of trial, and one by one she skills to enrich our guilds.
tures on the land. Finally Calitha made sank their islands, until only the Alfasser "With the help of our guildbrothers
lesser beings than the Alfasser and the that exist in Minrothad remained. But we who work in the handicrafts, we have led
Alfund: men, and halflings, and dwarves had proven our worth through the long the Minrothad Guilds on to greatness
last of all. These she sent to teach the challenges, and we have been well- among the nations of the world. For this
Alfasser patience and to show them what favored by the immortal ever since her we are grateful to Calitha Starbrow, who
they could become without the immor- anger calmed. continues to bless the ventures of the
tal's guidance. "Since that long-past time of terror, Alfasser."
"In time, some of the Alfasser wished Calitha taught us the craft of seafaring,
HH^

Quifce to tlie MiNROtl?at> Quilfcs

Of t?7€ unpredictable danger. of the small atolls are coral growth atop
Quil&s A vessel struck by a waterspout can be submerged volcanic rock.
reduced to splinters in the water, or lifted Trader's Island: The first place to be
It is recommended that travelers to the bodily and deposited elsewhere on water settled among these islands was Trader's
Minrothad Guilds go there either on a or land. Areas of fog often obscure this Island. Trader, as it was called, is the larg-
Guild vessel, or accompanied by a Guild- type of hazard, and even in clear and est island in this group, with two inactive
certified navigator or pilot. The routes to open water, the speed of movement and volcanic peaks, forested mountain ridges,
the islands are tricky, and the waters con- erratic path followed by these watery and palm-covered coastal plains leading
tain hazards of natural or magical origin whirlwinds make them difficult to avoid. to black sand beaches.
best avoided by someone familiar with It is said that merchant-princes have The first town founded on Trader was
the local waterways. Guild vessels bound appropriate magic with which to handle Harbortown, tucked away in a sheltered
for Minrothad or other destinations in the such a danger, but common sailors and harbor on the north coast. First settled by
island chain can be found in almost every fishermen must trust to luck and their Nithian explorers led by a man named
major seaport on the continent. sailing skills to avoid them. Minroth, Harbortown is the oldest
Whirlpools: Numerous uncharted human settlement in the islands. The city
UNUSUal PljCNOMCNa reefs and small islands lie within the terri- of Minrothad was named after the culture
It is the unusual phenomena of the sea- tory of the Minrothad Guilds. At times, that developed there.
ways that is most quickly apparent to a when ocean currents and tides flow rap- Minrothad, the capital and major trade
voyager to the Minrothad Guilds. These idly between rocks and reefs, whirlpools city of the guilds, is located on the north-
can make for an interesting and scenic may result. As with fogs and waterspouts, east shore of Trader's Island on the site of
journey, providing they do not turn into this phenomenon is often caused by mag- a former Alphatian colony. The city
personal hazards. To ensure that, the cau- ic when encountered in Minrothaddan proper lies a quarter-mile inland from its
tion to travel only with a qualified crew waters. This hazard sucks a ship down bustling seaport and is nestled in the cone
should be heeded. until it is torn apart on rocks or sub- of an ancient, low-lying volcano. The city
Fogs: One of the inexplicable phenom- merged beneath the water. Whirlpools is surrounded by a moat over 300 feet
ena in these waters are the constant fogs are almost impossible to escape without wide, which is filled by the Lithwillow
and mists that surround most of the the aid of appropriate sea magic. River before it flows down the dredged
islands. Some of this is believed to be channel to the sea.
caused by active volcanoes, steaming the Pinates Alfeisle: Almost as large as Trader is
water through sea level vents the year Perhaps more treacherous than natural Alfeisle, home of the wood and water
round. Another cause is thought to be phenomena are the pirates who haunt the elves, where the trade city of Verdon and
the meeting of the cold Continental sea routes between Minrothad and the the fortified elvish port of Seahome are
Sweep winds from the north northwest mainland. Always ready to prey on prom- located. Verdon, near farmland at the
and the warm, moist Dragon's Wind ising cargo vessels, pirates appear like a south end of the island, is the newest of
from the south. The only place these two scourge out of nowhere, attack their vic- the ports. It has a system of quays and
major fronts meet is in the Sea of Dread tims, then vanish untraceably into the mooring bouys designed to handle
around the Minrothad Isles. shallow-draft shipping along the city's
mysterious fogs. Merchant-princes have a
Another cause of the perpetual fogs is better chance than average captains of narrow beachfront. Seahome, the oldest
undoubtedly magical in nature, the dealing with pirates, but not even Minro- of the elvish settlements, is located at the
result of weather-magic worked by thad vessels are safe from their preda- northern end of Alfeisle. The city has an
merchant-princes. Safe navigation of tions. It is believed that the seafaring extensive subterranean lagoon docking
these waters is almost impossible for sea- brigands are lerendi or Thyatian priva- complex, interlinked defenses, and a
men who were not raised here or who can- teers lured to this area by the rich ship- dazzling number of mansions and forti-
not magically see through the fog. ping traffic. The guilds are doing their fied houses.
Waterspouts: In certain seasons, when utmost to eliminate the pirates from Blackrock Island: Blackrock Island lies
the cold and warm air masses of the Con- these waters. to the south between Trader's Island and
tinental Sweep and the Dragon's Wind Alfeisle. It is dominated by Halfpeak, an
collide, tornados and waterspouts can active volcano which periodically spews
result. Some are also said to be a side- mud and lava. Very little grows on Black-
effect of weather magic worked by The archipelago claimed by the Minro- rock and it is home only to a few fishing
merchant-princes. Since there is so little thad Guilds is the area once known as the villages at the eastern end, distant from
land to be threatened by tornados, water- Colony Isles. There are six major islands the volcano.
spouts are by far the more common and and numerous smaller ones in this territo- Fortress Island: Northwest of Trader's
ry. Most are of volcanic origin, while some Island is Fortress Island, home of the
CJuiOe to tl?c MiNnotfjad CJuilOs
dwarvish guilds of Minrothad and their the northwest side of the islands first. sometimes come to cities carried in cargos
redoubtable city of Stronghold. Strong- Therefore, most popular harbors have an of fruits and vegetables.
hold is located at the end of a long, nar- easterly or southerly exposure.
row fiord whose cliffs loom menacingly.
The rocky, barren island suits the dwarves Native Fiona FauNa H/<?/7/aNO HUNTING
well, for they avoid the dangers of its Vegetation: Mahogany and teak grow
active volcano by making their home As told by human Jerald Aeren, mas-
on the hills and highlands of the Minro- ter trapper, Export Guild (associate of
inside the cliffs of Fortress. thad islands. Although they are replant-
Open Isle: To the north of Alfeisle lies the Merchant Sailor Guild)
ed, the forests have been reduced in size Lord High-and-Mighty demanded I
Open Isle, so called because the island is due to the demands for lumber for export
flat and treeless. Its major settlement is take him on a backwoods jaunt. A
and ship building. Vast areas of wood- knight from Karameikos—you know
the halfling town of Malfton. The thin land have been cleared of the most valu-
soil and rocky ground severely limits the the type. He were upset because he
able trees, and have become overgrown couldn't get a merchant-prince to
vegetation that will grow there, especially with shrubbery, taken over by palm trees,
compared to other islands of the Minro- fight a duel, and so he wanted to kill
or turned to agricultural purposes. something else instead. He had the
thad Guilds. Nevertheless, industrious Fruits, nuts, and edible roots grow in
halflings have turned the area around coin, so I said yes.
great variety throughout the islands. I warned him t'were the wrong time
Malfton into a region of carefully tended Bananas, coconuts, guava, pineapples
gardens, limited orchards, and pastur- of day to find game. 'And I'll see you
and much more wind up in the market- in court if we don't', he answers,
age. Malfton is the center of halfling places of Minrothad and on the guilds'
trade and manufacturing enterprises. sarcastic-like. So I says to myself, we'll
ships for trade. The islanders import see how he likes the piglets.
Fire Island: Northwest of Open Isle is much of their food and rely on trade to
Fire Island and Redtop, its notoriously Peccary forage in a herd at times,
give them the wherewithall to accomplish hundreds of 'em. They run along, stu-
dangerous volcano. Rocks and hot ash are this, but a modest agricultural effort pro-
sometimes ejected from Redtop for miles pid, trampling everything in their
vides yams, breadfruit, tomatoes and way, not knowing what they're look-
out to sea, and lava flows down the similar produce for local consumption.
mountain flanks with great frequency. ing for. It's not hard to find 'em. Look
Wildlife: Birds are numerous on all the for trampled brush and listen for their
The volcanic activity is so treacherous and islands but Fortress Isle. Sandpipers scur-
unpredictable that the island has been noise.
ry along beaches, warblers nest in flower- Sir Knight didn't figure it out when
declared off limits to all shipping traffic. ing dogwood, herons and egrets inhabit
North Isle: North Isle is the last of the we circled ahead of the piglets. We dis-
remote waterways. Gulls and terns nest mounted and he got his crossbow
major Minrothad islands. The fortified on seaside cliffs, toucans are found in the
town of Gapton was built as a colony of ready. 'Peccary?' he asked. 'I hear
highland forests, and a native grouse those are good eating.' I agreed and
refuge for members of the guilds in case called the ulit is a popular food bird.
calamity ever strikes the islands. A popu- pointed out where they'd be coming
Small game is scarce and snakes are through the brush.
lation with a disproportionate number of rare, but diminutive peccary pigs can be
scholars and clerics lives there in the I neglected to mention how many.
found throughout the islands and are a We heard 'em before we saw 'em. I
meantime. The trading activity of North bane to Minrothad 's few farmers. Popula-
Isle revolves around supply and ware- was up a tree before he fired his bolt at
tions of monkeys confine themselves to the first one. Then out came more pigs
housing for ships bound to or from the the highland forests, while wild goats and
mainland. and out came his sword. He layed
donkeys escaped from activity stick more about like he was in a slaughterhouse,
to the lowland valleys. The predators but it wasn't good enough. Peccaries
Weattjen dangerous to man that have not yet been shoved him here and yon, almost
The Minrothad Isles have a temperate hunted out of the islands are limited to knocking him over and tromping him
climate and generally predictable weath- several species of giant lizards, which con- under. Then he gave up and ran down
er. The tropical and sub-tropical condi- tinue to present a threat to forest travelers the trail, outnumbered and chased by
tions, with warm winds and periodical on most of the islands. angry piglets. I about broke my neck,
rainy seasons, make these seas almost per- Insects: A moderate number of insects laughing myself out of that tree.
fect for a trading and seafaring society. are native to these islands. They are main- I took his kill back to the inn for
Dominant trade winds blow from ly flying, stinging pests, but the most him. He didn't appreciate it. But I
northwest to southeast through the Isles. dangerous insects encountered in Minro- haven't seen him in court, either.
During storm season, this weather pat- thad are the poisonous spiders. These spi-
tern brings rain and blustering winds to ders prefer a forest environment, but
ECONOMY of tlie MiNtiotfyab QuilDs
The Minrothad Guilds are manufacturers Guildsmen are experienced financiers This and other commercial prohibi-
and service-providers who sell their goods who carry letters of credit, conduct busi- tions are clear-cut (see laws), and new-
and services mostly to markets outside of ness on account through their agents in a comers to Minrothad are informed of
the Minrothad Isles. In return, they port, and are knowledgeable about the these injunctions before they debark.
import cargos of food, raw materials for value of cash and trade goods in the plac-
their own production needs, and a es they transact business. These traders CURR€NC?
diverse quantity of finished goods from generally accept any gold piece or item of
other countries. Their large merchant equivalent value when transacting busi- Foreign currency, as well as gems and
fleet is famous in the ports bordering the ness, although a service charge is levied if jewels, are acceptable specie in Minro-
Sea of Dread, for guild ships carry both the currency is not local or if an item will thad, but a standard 5 percent conversion
their own cargos and those of traders from be difficult to convert to cash. charge is added to the price of items paid
every major sea and river port on the con- for in this way. There is no fee charged for
using local currency. Money changers are
tinent. Minorothad's large speculative DoMestic TTRaDe common in every city. They are carefully
cargo trade has made this nation wealthy. MoNOpolies
This successful mercantile combine is regulated by the government and are fair-
composed of highly stratified guilds It is not possible for the Minrothad ly honest, but their variable rate of
which have carefully-defined fields of Guilds to completely monopolize trade exchange affects the value given for for-
endeavor, and which do not compete abroad. Most ports have open markets eign currency.
among themselves. Their structure, and though guild traders may dominate It is legal to bring Minrothaddan cur-
goods and services are looked at more the scene, they still compete with other rency into the country, but visitors are not
closely under Guilds, but the following merchants. allowed to take out any in excess of 200
aspects of this economy will be readily At home in the Minrothad Isles, how- gp value. Local currency follows the
observed by travelers to the Minrothad ever, it is a different story. Outsiders are standard system of equivalents for ease of
Isles. now permitted to visit the islands, but trade. A crona is one gold piece, a byd is
they are not allowed to compete with the one electrum, a quert is one silver piece,
guild mercantile operations that go on and a plen is one copper.
DoMiNaNce of Sea 'Cuaoe - there. Absolutely no professional trading
The Minrothad Guilds manufacture a or selling may be performed by non-
significant portion of the nonbulky, high- Minrothaddans, except directly with the
quality trade goods which travel by sea, guild that handles that specific trade
but they are best known as the primary good.
source of sea-going cargo carriers in the This prohibition is intended to prevent
lands which border the Sea of Dread. foreign merchants from sailing in with a
Even the seafaring merchants of large cargo on speculation and selling it to any-
empires frequently opt to contract ship- one who might want the goods. A trader
ping to these traders. Minrothad guilds- with a cargo of iron ore, for example, can
men have a reputation for reliability, sell only to the manufacturing family
sharp but honest dealing, and speedy guild that deals in metal ore. Similarly, a
transit times. Not least of all, the finished product, such as cloth, cannot be
merchant-princes who are masters of sold directly to retailers, but must be sold
Minrothad ships are able to defend their to the guild which monopolizes cloth
vessels against the monsters of the sea, trade.
both human and nonhuman, better than Sometimes more than one guild is a
anyone who is not sailing a vessel of war. suitable purchaser for a cargo, but if none
of them are interested in the purchase,
VcRsatility IN 'CRafce - there is no recourse for the foreign mer-
Minrothad traders either sell their car- chant. Higher officials are not sympa-
gos or trade them for other goods, thetic to the merchant's cause, because
depending upon their needs or the needs they do not care for foreign traders con-
of the client for whom they are shipping. ducting business in Minrothad. When
guildsmen need or want foreign goods,
If the price is right, guildsmen can
acquire any cargo or sell any goods for they purchase a cargo through their buy-
which there is a demand. ing agents and carry it to Minrothad in
their own ships.
Counts Gambling: Travelers are often sur- 4. Magical items sold or services per-
prised to learn that most gambling is ille- formed in Minrothad are done under the
Minrothad courts fall under the co- gal among the Minrothad Guilds, in spite supervision of a representative of the
jurisdiction of the Tutorial Guild and the of the wealth that moves freely through Tutorial guild. The guildsman records the
local government guild (see Guilds). The their shops and businesses. Games of transaction for tax purposes, and guaran-
Tutorial Guild tries all major crimes, and chance, like dice or cards, are illegal, as is tees that any magic performed is in keep-
is also called in if there is any doubt about gambling on violent events of any type, ing with Minrothad Guilds regulations.
the extent or nature of the criminal such as boxing or cockfighting. The foreigner is then charged a tax of 20
action. The Tutorial Guild uses all of its A monthly public lottery run by the percent, which includes a 2 percent fee
arcane magical powers and devices to dis- government is the only authorized wager- for the Tutorial Guild's services.
cover these answers and the truth is usu- ing done in the islands. Tickets are availa-
ally found out in such matters.
A trial court consists of a senior guild
ble at money changers and taverns. "CueasoNOus OffeNses
Besides the lottery, gambling is permitted
member who presides as judge, and a jury during the Midwinter Festival. At that Treason against the state is the most
composed of three members from the time, people can wager up to 100 gp on reprehensible crime in Minrothad.
accused's guild and two nonguild citi- sporting events like athletic contests and Guildsmen resent betrayal of their state,
zens. If the accused is not a guild mem- dog racing. Persons who are caught gam- but even worse, treasonous acts also derail
ber, any sort of guildsmen may sit on his bling in any other ways suffer large fines many complex and subtle intrigues, the
jury. Bail is unheard of, and the accused as the very least penalty. very life-blood of the guilds. Foreigners
might await trail for up to a month. Dur- Business Transactions: When a traveler involved in plots or actions against the
ing that time he is kept in a plain but wishes to buy, sell, or do other commer- guilds may be suspected of treason, and
clean holding cell. He is fed enough and cial business in the Minrothad Isles, the will be tried with the full severity of the
treated decently by the constabulary, a following regulations are important to law. A range of sentences are possible for
division of the local government security know. treason, as described below.
guild. 1. Magical items may only be sold to In a similar vein, the Minrothad Guilds
During the trial, the judge asks the Minrothaddans or to foreigners working are concerned with their public image
questions, and jurers are allowed a period for the government. Price discounts are and their reputation, for they trade on
of questioning as well. Lawyers can par- forbidden, and they are never sold below these things as much as on anything else
ticipate in the proceedings but are not a normal retail price. when they do business. If a guildsman
required to do so and are not always 2. Adventurers who wish to sell valu- commits a major crime in another coun-
present. ables to locals should note that Minro- try and publicly disgraces the Minrothad
thaddans are allowed to buy any item Guilds, he might be charged with defa-
Laws aNfc Cniivies brought into the country. However, an mation of the guild when he returns
item may never be sold at more than its home. If convicted, his punishment is
Acts of violence are obviously criminal, often more severe than the one inflicted
but a surprising number of other activi- normal Minrothad market value. Higher
prices are considered to be profiteering, by the nation where he committed the
ties are closely regulated as well. Ordi- crime.
nances of interest to travelers are pointed and are punishable by imprisonment (see
out here; their violation can be consid- Punishments). Visitors are forewarned
ered a criminal act and liable to full pros- that the experienced bargainers of the
ecution. Minrothad Isles will seldom pay more Minrothaddans have been accused of
Spell Casting: Only merchant-princes than 50 percent of an item's retail value, preoccupation with material goods. At
may cast magic freely in the Minrothad or 75 percent if it is extremely rare or least it is true that their laws dealing with
Isles. Anyone else who does so must have unique. possessions and attempts to steal them
a merchant-prince or other member of 3. Money paid to a foreigner for an are some of the most severe known.
the Tutorial Guild at hand to supervise item or a service rendered must be report- Guildsmen see their laws as a necessary
the spell casting. Persons in violation of ed to the local retail tax collector. The balance to the unscrupulous who prey on
this ordinance—even unwitting government then levies a tax of 18 per- the hardworking. A righteous and intol-
visitors—are dealt with as described cent of the total gp value of the item, erant attitude toward the criminal colors
under Punishments. material, or service sold, which is due and their legal system and the penalties
payable by the foreigner who made the received under it.
profit. (An 8 percent sales tax is levied
against Minrothaddans.)
Law IN tlie MiNROtliab Quilbs
The unforgiving Minrothaddan atti- to receive the Black Seal as his punish-
tude toward crime is most evident in the ment, but can be tried in absentia. typical SewteNces
judgements delivered for thievery. Theft Once the warrant is signed, a gold
has always been a problem in ports and piece value is set upon the condemned Crime: Punishment
trading communities because the quanti- criminal as a bounty. This unusual sen-
ty of merchandise and number of people tence is the Minrothad Guilds' way of Defamation of character: Varies from
passing through offer so many opportu- saying, "No matter where you are, we time in the stocks to the death pen-
nities for larceny. The penalties for theft will eventually find you and execute alty, depending on degree of dam-
in the Minrothad Guilds are harsh and you." It also is a license for the Thieves age.
explicit, as are the sentences for many Guild to travel abroad or hire foreigners
other offenses. to execute the criminal with impunity Tax evasion: Flogging.
Fines and incarceration are not regardless of where he is found.
unknown punishments, but even they This warrant is so far-reaching because Profiteering: Flogging, fine, or both.
are taken to extremes. Fines are exorbi- of the vital trade connections of the
tant, with the clear intent to strain the Minrothad Guilds. A country that offers Breaking and entering: Blinding.
resources of the guilty party. Imprison- refuge to a Black Seal-condemned crimi-
ment is unpleasant at best. nal soon finds that guild ships will carry Theft: Loss of one or both hands.
Punishment for the heinous crime of no goods to or from that country. If this
treason can extend even to the relatives of measure proves inadequate, the guild Purposefully distracting victim during
the criminal, depending on how severe puts similar pressures on the allies of the theft or robbery: Loss of tongue.
the treasonable action was. A shipping recalcitrant country, until it becomes
schedule betrayed to a foreign competi- more economical—and politically Embezzlement from employer, a
tor, for instance, might be punished with expedient—to give up the condemned guild, or the government: Blinding
exile for the criminal and anyone else who criminal. The fugitive finds that there is a and loss of one or both hands.
knew about it. If, instead, the criminal price on his head and most people know
helped assassins kill a guild master, the it. He can trust no one and few will shel- Swindling, running confidence
penalty could be the extermination of the ter him. games: Fine of up to 50,000 gp and
accused and his entire family. Occasionally, in the case of foreign dig- imprisonment for up to 20 years.
Foreigners who commit crimes are usu- nitaries or notables, the Black Seal War-
ally punished more strictly than are rant is not publicly announced, but is Sacriligious acts against a church: Fine
natives. Typical punishments for crimes privately issued to the Thieves Guild. and one year in the dungeon.
committed in the Minrothad Isles or Normally, though, the warrant is posted
aboard a guild ship are listed in the side- publicly in the Minrothad Isles, displayed Theft from a church: As above, plus
bar. on all guild trading vessels, and distrib- confiscation of all property and
Prison: Minrothad dungeons are uted in foreign ports by Minrothad exile after release from the
among the worst in the world. They are agents. dungeon.
filthy and the prisoners are fed just
enough to keep them alive. When Ruling Unauthorized spell-casting: Varies
Guildmaster Oran Meditor took office, from small fine (for a harmless spell
he stopped the practice of torture in these cast in ignorance) to the death sen-
dungeons. But life itself can be torture if tence (for deadly magic).
the sentence is very long; people who
have been condemned to 20 years or life Kidnaping or molestation: Death by
have pleaded to be put to death instead. stoning.
Black Seal Warrant: No official con-
demnation is more uniquely Minrothad- Murder or attempted murder: Death
dan than the Black Seal Warrant, named by hanging.
so for the black wax of its official seal. The
warrant is a death decree issued as pun- Assassination or attempted assassina-
ishment for the most censured of crimes, tion: Death by impalement.
such as assassination or treason. The war-
rant must be recommended by the court Piracy: At sea—death by drowning
and endorsed by the ruling guildmaster. (walking the plank or keelhauling);
A criminal need not stand trial in person In port—death by hanging.

8
Society of Quilbs
"Hoy, now! Craft Row be a. mighty of the known world can be heard in the because of the climate, but cool weather
street, think you not? And you could use a. Minrothad Guilds. The merchants know or passing fad brings out woolens and
guide, I'd guess. I'm the one for you: many foreign tongues, and people of eve- furs.
Kirana Welkie, apprentice magic dealer. ry nationality visit these shores. A transla- Styles change more quickly among the
Guild Corser, if you don't ken the check- tor or native speaker of most languages Minrothad Guilds than in any other
mark. Nevermind these packages—I have can be found in the larger cities, and nation, coming and going as rapidly as
'em to deliver, but only to places on Craft some Minrothaddan somewhere is bound shipments of cargo. Continental fashions
Row. A talking stroll takes me not too far to speak whatever odd dialect a traveler are imitated, or their elements recom-
out of my way. Two quert be a fair fee." might know. bined in a typically Minrothaddan
ensemble: a brocaded Karameikan dou-
This polyglot society is a striking com-
bination of peoples, customs, and cul- NaMes blet, silken Thyatian hose, an lerendi-
tures that have come together in the style cap, boots and belt of Alfheim
Most names heard in the Minrothad tooled leather.
cooperative melting pot called the Minro- Guilds consist of a first name and a sur-
thad Guilds. The dominant culture that name indicating one's craft or occupa-
has evolved is a blend of native human, tion. Regardless of race, names Dietany Habits
elvish, halfling, and dwarvish practices. incorporate the wealth of borrowed words Minrothaddans eat four meals a day.
It is a society given to change and adapta- shared in the Minrothad Patois. A simple breakfast is followed by din-
tion, constantly incorporating new ele- Elves and dwarves have drifted consid- ner shortly after noon, when shops close
ments encountered and borrowed by erably from their continental linguistic up for a two-hour break during mealtime
Minrothad traders abroad. roots, especially in their choice of sur- and the rest period following it. Supper is
names. An elvish weaver may be named the largest meal of the day, eaten in the
LaNCjuaqes Weafer, and a dwarvish smith, Bellows. evening. If supper is eaten sooner and the
Human names also consist of a first name individual is staying up later, he also has
"We be civilized folk, as you notice.
No barkers, no hawkers. Wares on shop and surname, but are less often related to the traditional "evening bread," a light
occupations, and sound like names from meal of bread, cheese, fruit, and wine.
windows and sidewalk tables, neat-like,
the mainland. Among halflings, this meal is much larg-
so's you can browse as you walk.
er and is always served an hour or two
"Yes, that shop keep be talking to you.
He were saying, 'come in and look Dness before bedtime.
Fish is the main source of protein in the
around,' not 'go fish in the sea.' The Fishermen and farmers dress in loose, Minrothad Isles. The fishing fleet meets
accent be hard for a new ear to catch. light clothes woven of native cottons. all domestic needs and even provides a
That were 'fetch on an' scree' in Patois." Dyes made from shellfish are popular and small export surplus offish and shellfish.
The language spoken in Minrothad is cloth is often colored with purple, crim- This diet is supplemented with seaweed
the Minrothad Patois, which mixes ele- son, or yellow. These dyes are worth a and shellfish, native fruits and vegeta-
ments of the original speech of the small fortune in many mainland coun- bles, sugar from cane grown by halflings,
guilds' member races with words taken tries, but are considered commonplace by and the meat of pigs and game birds.
from other tongues, old and new. This Minrothad natives. Goats provide milk products and some-
colorful language combines archaic refer- In the cities it is almost impossible to times meat.
ences and modern slang, and is constant- tell a Minrothaddan by his clothes alone, Minrothaddans do not grow staple
ly changing due to the influx of new because they are likely to come from any- crops such as rice or oats in quantity.
words that traders have picked up. where. Sophisticated folk indulge their Instead, they import large amounts of
Minrothad Patois has a sing-song taste for bright colors and imported grains and other foods from the conti-
cadence and sometimes rhymes senten- products. Textiles from every mainland nent. Specialty foods such as cheeses and
ces. The melodic pattern carries over port are available in Minrothad, and a wines are also in demand.
when Minrothaddans speak other lan- wilder array of fashion can be seen in no
guages, and islanders find it difficult to other country of the world.
lose this accent when speaking foreign Like their language, Minrothad dress is
tongues. Although portions of Patois are a pastiche of elements. On any main "If you be looking for something and
comprehensible (though strangely street can be seen bright silks, brocaded don't see it, ask a shop keep. They got
accented) to native speakers of its major linens, brushed velvets and shimmering mountains more hidden away inside.
source languages, it is a difficult language satins, elegant boots, high-laced sandals These buildings be much larger than they
to become fluent in. or soft slippers, elaborate hats and tur- look, really, with lots of rooms, and court-
Besides Patois, almost every language bans. Lighter materials are prefered yards in the elvish ones."
"Ctje Society of ttye
Minrothad farming and fishing villages The Religions of Minrothad. taken for a magic-user as well, for this
use simple, spacious wooden A-frame symbol is forbidden in Minrothad to any
huts of one or two rooms. Near the coast Religious Beliefs but merchant-princes. In either case, he
these are framed of wood and covered soon finds himself followed by a gaggle of
with woven palm leaf matting, while Minrothaddans are rarely fanatic about inquisitive children, and is a suddenly
inland the walls are split saplings inter- their religious beliefs, and talk little popular target of "casual" conversation
woven with withes and covered with mat- about the philosophies they adhere to. with passing adults.
ting. They are tolerant of the beliefs of for- Thieves: Anyone with the temerity to
Wooden buildings also dominate the eigners. Whether or not they are reli- identify himself as a thief is at first disbe-
construction in the cities. In human gious, most natives wear a holy symbol or lieved. If he insists it is true, or has proven
settlements such as Harbortown, slat- medallion with the mark of their church. it by some action, Minrothaddans react
walled houses are built slightly above the Such an item is considered to bring good with horror and hatred. The penalties for
ground on posts. Structures have high luck and blessings to the individual's thievery are quite unforgiving, and any-
ceilings and wide windows that open easi- endeavors. Temples are low-key affairs one who is clearly a shady character is
ly to the outdoors. located in residential areas away from the watched wherever he goes.
Lacking adequate trees to build homes hub-bub of visiting foreigners and com-
in, Minrothad elves constructed wooden mercial districts.
CUStOMS
buildings with many interconnected
rooms. Adapting the form for ease of Visitous to tl?e MiNnotljaO "Oh, no! That be a dock-party at Slip-
defense, some elvish cities feature blocky, Quilbs peryfoot's shop, where I take this last
pueblo-like buildings. Outside they dis- package. My regrets, but I leave you here.
"Sorry you can't get price breaks— Once in that crowd, I may not get out
play windowless outer walls reinforced by those be only for guildmembers. But if
masonry, but inside are a maze of con- again. Enjoy the Row—and if you want to
you happen to be a range, you might join the dock-party, stand on the street
necting rooms leading into enclosed mention it to an innkeep, and you '11 get a
open-air courtyards. outside the shop. Belike the party will
good room." come to you!"
Halflings favor the burrow-like dwell-
ings of their ancestors, although for busi- There are a great number of foreigners It is not proper to quiz Minrothaddans
ness purposes many build raised wooden in Minrothad, traveling on commercial about guild politics or problems. Natives
houses like their human neighbors. business or for pleasure. A visitor to the do not discuss these matters with outsid-
Except for dwarves, who build with Isles notices the odd dress, strange lan- ers, and take offense at these questions.
compacted volcanic rock, only the guages, and peculiar customs of these It is customary to boast about a guild's
wealthy and the government build with people, but island natives have become good points while giving a sales pitch,
stone in Minrothad. Supplies of useful inured to this panorama of variety. Trav- and a buyer hears this if he asks about a
quarry stone or clay for bricks are almost elers do not attract any particular atten- product or service. A sale concluded after
nonexistant on these islands, and such tion in the cities of the Minrothad a bargaining session is toasted with a
materials must be imported from the Guilds, no matter how outrageous their drink of imported brandy, kept by the
mainland. City fortifications, bridges, appearance or uncouth their dress. For- shop keeper for just such occasions. Cus-
and the mansions of the rich are generally eigners are treated with courtesy and tomers who buy expensive items might
made of stone. respect, at least as long as there is profit or be invited to dinner by the merchant.
good will to be made. There are, how- Ships come and go in Minrothad ports
Holidays ever, a few exceptions to these rules. all the time. The more important arrivals
Spell-casters: Magic is the domain of and departures are observed with a
Minrothaddans pride themselves on the merchant-princes and a few select "docking party," sponsored by a guild or
working hard and playing hard. They members of the Tutorial Guild. Magic ship master. Docking parties are held in
take any excuse to have a good time, as not related to seafaring is unfamiliar to the factor's offices, a nearby warehouse,
long as essential work has been done or is the masses, and those who practice this or elsewhere in town away from the vessel
caught up. Numerous religious and art are figures of intrigue and mystery to and busy dock.
national holidays fill the Minrothad the common Minrothaddan. Most of the crew attends these raucus
calandar, and it is common practice to Foreigners who are identified as magic- events, which sweep up passersby and
receive time off of work on the day or users attract a great deal of attention and sometimes migrate into the streets. Simi-
afternoon that is holy in an individual's curiousity seekers. A spell-caster might lar celebrations are held for the launching
religious beliefs. These holidays are be singled out by his distinctive dress or of new ships. Foreigners invited to such
described in the Minrothad calendar, and open use of magic. A person who wears a events are specially privileged.
monthly holy days are explained under pentagram on his clothes might be mis-

10
yJ^wWM-OC-M-WB-O-B^o-Q-n-M-fMHWW •M-B-0-B-H-B-H-B-B-B-M-W

Society of ttye Mi
Tips to From a halfling merchant from the Five Minrothad! That's where the real busi-
Shires: ness is done: at dinner parties, on holiday
From SL tailor who serves the nobility of get-togethers, or after work in the tav-
Specularum: "If you don't have the patience for bar-
gaining, you'll pay full price for everything, erns. If you're looking for work, or want
"There's no greater clothes-horse than and that can be pretty expensive in the to buy or sell something, that's the time
a Minrothaddan. Take along a new-style islands. Of course, retail prices are fixed in to make the best connections. And the
belt buckle or a robe of a new cut and the shops, and you can't argue with those, best way to get invited is to make an
you'll have a great bargaining tool. You but other things are very negotiable: the expensive purchase. If it's the merchant's
could give it away as a gift—and very flat- cost of dinner or lodgings, the price of pas- biggest sale of the day, the merchant will
tered the recipient will be—or trade it for sage on a ship or the cost of its cargo, even take you out after work for a drink or din-
what you want to buy. Whatever you take wages for nonguild work. Bargaining's a ner, and then you can really get down to
will have a terrific value because it'll be so fine art with guildsmen. They're disap- business."
novel. But the item better be something pointed if you don't dicker."
that's only just come out, or it will already From a Thyatian thief:
be in Minrothad!" From a Karameikos knight: "If you get a job there, don't expect
"Don't bother to pick a fight with a many days off, unless you convert to one
From an Alfheim elf: of their religions. Augrism gives the most
Minrothaddan. They laugh in your face
"Be careful. Minrothad elves resemble and say they'll see you in a court of law. days off, that's the one I'd look at. And if
shadowelves too closely for it to be a coin- Even the merchant-princes lack the honor you're not a guild member, stay clear of
cidence. They're every bit as full of intri- to defend themselves with honorable guild business! I was in prison there,
que and plots, that's for sure, and their combat. They threaten with law suits or charged with treason—me!—because I
sea magic makes them almost as powerful resort to magic. They're cowards, all!" carried a message from a guild master to
as elf wizards. I don't think they can be a, shall we say, unscrupulous guildsman
trusted very far." From a wizard of Vestland: that I knew. Had something to do with an
assassination plot, it turned out. I was
"Never refuse a social invitation in lucky to get out of there alive."

TI
Beliefs of
Minrothad religions and philosophies to immortality in the sphere of Time. with mortals, but keep a close eye on
reflect the country's hardworking practi- Those who honor this immortal call her craftsmen.
cality, and have even been reinterpreted "Forest Mother," and know that she Augrism exhorts its followers to per-
to accomodate the modern commercial favors trees and growing things. form their best at all times. Members of
bent of Minrothaddans. These ethical Forest elves learned the craft of wood- this church can be excommunicated for
outlooks are rationalized as being similar working from this immortal who legend failing to live up to craft or guild stand-
to the purpose and goals of the Minro- says revealed a homeland for them in the ards. The church requires a 10 percent
thad Guilds, even where that was not Minrothad Isles. tithe of its members' annual income.
originally the case. Ordana is an older and greater immor- Clerics of this religion wear simple gar-
tal than Calitha Starbrow, although her ments in drab colors. Their heads are
followers have been scattered in the elvish shaved in a stripe down the middle of the
migrations of olden times and her name skull. Their favorite weapon is the stone
Meaning: The Ocean Path. has faded from the memory of most. The hammer, which can shatter a metal weap-
Adherents: Predominantly water elves. Forest Mother gladly embraces any fol- on on a natural roll of 20.
Alignment: Neutral. lowers, and has granted clerical spell abil-
Holy Days: Full moon. Believers take a ities to the few humans who have
full day off work. converted to the Forest Way.
Holy Symbol: Pearl in mother-of-pearl. The clan relic of the wood elves has a Meaning: Named after Minroth, the
connection with this immortal, but, as Nithian human who colonized the
This philosophy honors Calitha
with the Alfasser, is not discussed with islands.
Starbrow, a water elf from ancient times
outsiders. Wood elf characters may read Adherents: Humans and some halflings.
who ascended to immortality in the
the Secrets of the Wood Elves in the DM's Alignment: Lawful.
sphere of Time. She is especially fond of
book to learn more about this relic. Holy Days: Three annnual holidays
the water. She taught water elves the art
of seafaring and led them to their home Clerics, keepers, and others seriously described below. Worshipers have each of
dedicated to the Forest Way wear only these days off.
in Minrothad.
garments and accessories made of wool, Holy Symbol: A four-feathered arrow
Adherents of Elendaen believe the
cotton, or leather. The favorite weapon of symbolizing the arrow fired by Minroth
ocean is the cradle of all life, for even
these clerics is a hardwood or ironwood with inhuman accuracy.
trees thrive on rain from storms that form
over the sea. Elendaen followers desire to club, which is +1 to hit because it is Minroth, a Nithian from the ancient
exploit the land and sea wisely so they carved to a perfect balance and fit in the empire, was the agent of an immortal
may continue to prosper. individual's hand. who revealed that Minroth would find
Spells affecting the sea are granted to the secrets of earthly happiness in the Sea
keepers and other followers of the Ocean AUQRiSM of Dread. The human led many of his
Path. The Alfasser clan relic is central to countrymen into the sea and settled Trad-
Meaning: Named after visionary dwarf, er's Island which they found there.
these beliefs, but is a secret matter not
spoken about with outsiders. Water elf Wildeye Auger. Followers of Minrothism believe that
Adherents: Dwarves and some humans. the Minrothad Isles are a divine location
characters may read Secrets of the Water
Alignment: Lawful. and sacred ground. Here the faithful
Elves in the DM's book to learn more
Holy Days: First day of every week. Wor- must live in peace and occupy themselves
about these private clan matters.
shippers take the afternoon off. with useful work. This is the fastest-
Keepers and others dedicated to Elen-
Holy Symbol: Medallion depicting two growing religion in Minrothad, and is
daen wear only garments and accessories
faceless, staring eyes. embraced by many nonhumans.
derived from products of the sea.
Wildeye Auger was a cleric and a fol- Minroth disappeared from Trader's
DaiNROUW lower of the immortal Kagyar, creator of the Island and is expected to return one day.
dwarvish race (see GAZ 6, Dwarves of The holy days of Minrothism start with
Meaning: The Forest Way. Rockhome). Through visions, Auger Onmun 1st, commemorating the expec-
Adherents: Predominantly wood elves. learned of immortals who watched over tation of Minroth 's return during the
Alignment: Neutral. dwarvish craftsmen and took special inter- year. Sagmun 10th marks Minroth 's
Holy Days: New moon. Adherents take a est in their labor. Auger never glimpsed birthday, and Decmun 1st is the anniver-
full day off work. those immortals nor learned their names. sary of his disappearance.
Holy Symbol: Oak leaf. There are 12 watchers in all, the fore- Clerics of this religion may wear, eat,
Dainrouw was inspired by Ordana, an most of which are the smith, the miner, and use only items which originate in
elf who, like Calitha Starbrow, ascended and the stonecarver. They rarely interfere Minrothad. Their weapon is the mace.

12
MiNROtrjabOaN CaleNbau
Minrothad uses the standard Thyatian
calendar for external trade purposes, but
employs one of native invention for local
time accounting. This calendar, called
the Verdier calendar after its inventor,
consists of 336 days a year. The year is
divided into eleven 30-day months and a
special midwinter week. Each Minrothad
week consists of six days, with a total of
five weeks in a month.
The native word for day is tok. The
word for month is mua. The week begins
with Ontok, then proceeds through
Totok, Dreitok, Firtok, Birtok, and ends
with Sagtok.
The calendar shown here is for the year
1000 AC. However, Minrothad dates are
calculated from the year of Verdier's
death, making the current date 300 VR
(for Verdier Reckoning). The lunar phas-
es shown on this calandar move back two
days in each subsequent year, although
the holidays and special events remain
the same.
D-ryM^VB-Mfl-O-(H^

up during this month. It is dangerous to Minrothad. It is called, appropriately


sail during this period because of very chop- enough, Minrothad Day and is a day of
py seas. There are no special holidays. great pride among the populace. Huge
Firmun (fourth month): Warm weath- picnics are held for the population at the
Holidays are guild-sponsored days off. er returns as the rains come in force. Elec- expense of the government. Every official
All work stops throughout Minrothad for trical storms are quite common. of every guild of any import at all makes a
carnivals, bazaars, and merriment. Oth- Firmun 4th is the newest special holi- speech on this day. It is also the day elec-
erwise, people work every day unless they day on the calendar. It is Merchant-Prince tions are held and promotions made to the
have a religious holiday off (see Day, a day for people to revel in the senior ranks of the guilds. Political
Religions). marvels of Minrothad magic. It is always appointments by members of the sixth
Special Holidays are national holidays held outside and usually in the rain. Even caste are officially made on this day and
sponsored by the government. They are with electrical storms the celebrations go any new guild members are inducted with
like normal holidays but even more fes- on for the chance to see merchant-princes ceremony.
tive and usually mark some special event control the lightning, forming it into Minrothad Day is celebrated both day
in the history of Minrothad. dazzling fireworks displays. and night by ship parades. During the
Onmun (first month): A cold, mid- A custom among the people at this day, fishing boats and barges are decorated
winter month. The 1st marks the begin- time is to wear a favorite older suit of with flowers, paintings, and other decora-
ning of the calendar. There are no special clothes, get it soaking wet, then throw it tions to represent scenes from Minrothad's
holidays in the month. away in the streets the next morning past. At night, ocean-going ships are hung
Tomun (second month): The cold con- before the sun rises. Roads are strewn with lanterns or set magically alight. Then
tinues through most of the month, then with brightly colored garments when the they sail along the beaches and waterfronts
starts to drop off in the last week. sun comes up and the children love to go of the cities so everyone can ooh and aah to
Tomun 8th is celebrated as the Feast of outside and collect them, for the revelers their heart's delight.
the Silver Purge, when all the vampires and have left little treats and gifts in them for Sagmun (sixth month): This pleasant
lycanthropes were thought to have been the boys and girls. The children are month is one of the hardest working
purged from Minrothad. People celebrate allowed to keep the costumes to play months of the year for all guild members,
by telling scary stories and having a big feast "grown-up" in, until the following year's who try to complete as many projects as
to thank their deities for sparing them the Merchant-Prince Day when they will be possible in time for next month's tax
evils of lycanthropy and vampirism. It also thrown away for good. assessment. There is no time for special
gives people a chance to use up winter pro- Birmun (fifth month): The month of holidays in this month and even the nor-
visions and foodstuffs that have been saved full spring and sunshine when everything mal religious holidays are more subdued
for this special occasion. There was a second is newly green. Birmun is the prettiest than usual.
outbreak of lycanthropy in 280 VR; since month in the first half of the year. The Sebmun (seventh month): The weather
that time, these celebrations have been ships now start sailing in earnest and starts turning quite hot by this time and
held exclusively indoors with one's immedi- many of the Merchant Sailors Guildsmen the people spend most of their time out-
ate family. will not be back until winter sets in again. doors if at all possible. Inclement weather
Dreimun (third month): Cold winds still Birmun 19 is a special holiday celebrat- also increases during this month, usually
blow but the temperature begins to warm ing the founding of the city and guilds of in the form of horrible thunderstorms or
hurricanes. The 15th of Sebmun is actu-
ally two special holidays in one. The 14th
is technically a work day, but no one
works. They just stand around and watch
as the Minrothad tax assessments for busi-
nesses and guilds are performed this day.
The taxing process and formula are incred-
ibly complex affairs, with one result being
that if a guild has a lot of unsold merchan-
dise on hand, its taxes are lower. This
means that if the guild had a very good
year, the last month and a half have been
especially difficult on its members as they
try to produce surplus merchandise in
order to lower the guild's taxes.
This diligence is completely relaxed on

14
CaleNban
the 15th, called All's Reckless Day. No repairing roofs, getting returned ships Mitwok 1st is celebrated as Water
one works or even sells anything, they just ready for winter, cleaning and closing up Elves' Day. The 2d is Forest Elves' Day.
play and celebrate, often in a lascivious the guild halls against the weather, etc. The 3d is Humans' Day. The 4th is Half-
manner. The day is spent in athletic The last of the returning ships come in lings' Day, and the 5th is Dwarves' Day.
events, eating or drinking contests, and during this month. Gift-giving is rampant at this time of
shows of martial expertise, which only the Elfrnun (eleventh month): The final year. On each day, that specific race gives
most daring participants enter. Animal full month of the year sees the return of presents to each other and receives
costumes and weird masks are worn that winter. Sometimes very late ships will presents from friends of different races
night as the citizenry of every village and return in the first week of this month, but just for being a dwarf, elf, etc. Many stir-
town celebrates in the streets into the wee after that it is too dangerous to cross the ring speeches are made about the joys of
hours of the morning. Morals absolutely seas. Any Minrothaddan ship not yet being a halfling, the wonders of being a
collapse around this time; many an unex- returned will most likely go to winter human, and so on, but always in good
pected child was conceived on All's Reck- quarters at some foreign port, though taste and rarely with any racial slurs
less Eve. this can be very expensive. The wind is toward the other peoples of Minrothad. It
The 16th is a day of work, but it is a day horrible during this time of year and peo- is a time for being together with one's
of absolute quiet as laid down by the law. ple begin dressing much more warmly, family and guild and thanking one's dei-
A family with noisy pets or children can though still fashionably. The guilds work ties for the myriad of blessings bestowed
be fined as much as 100 gp for disturbing hard during this month, first to make up upon all Minrothaddans.
the peace. The day is usually spent clean- for the time they expect to lose to Mid- The last day of the Midwinter Festival,
ing the shops, going over the books, and winter Festival, and second to keep every- Mitwok 6th, is the second-newest special
nursing a headache the size of the city of one's mind off those ships that are not yet holiday. It is called Meditor Day. It origi-
Minrothad. returned. nally celebrated the position of ruling
Oxmun (eighth month): This month is Midwinter Festival: This entire week guildmaster of Minrothad, but under
the hottest for Minrothad and most peo- consists of special holidays. It is a time Oran has been expanded to include the
ple are driven into the shade or to the when all of the guilds most closely associ- political guilds as well. Originally it was a
shores for cool breezes. It is the month of ated with the racial holidays put on their time for people to thank the family of
lowest productivity in the islands, but of very best shows and feasts. Decorations Meditor for working so hard in govern-
the greatest tourist trade. No one would and traditions abound during Mitwok. ment service all year round. This was
bother coming out for a special holiday, Pineapples are displayed over doorways done by lavishing gifts on the family and
so none are held. everywhere, surrounded by leaves from the palace. But in his first year as ruling
Nomun (ninth month): This month is the sugar cane. This is believed to bring guildmaster, Oran put a stop to that. He
the start of fall and is quite peaceful. It is good luck and a fruitful upcoming year to realized that it was only an official bribery
a very hard work month for guild mem- the residents inside. day founded and sanctioned by the fami-
bers as they try to catch up for the lost Miniature palms are always displayed ly guild leaders. He insisted that the
time in Oxmun. Nomun 11th is the last inside a house and larger ones inside the money be spent on Minrothad 's children
special holiday until the huge Midwinter guild halls and government buildings. instead.
festival. It is called Bask Day, and is spent From these palms, tiny candle lanterns The day now has three phases of cele-
basking in the sun and being inactive. It are hung and lit every night as a symbol bration. The first is the family and guild
is also a day of fasting, to remind people of lighting the way home for lost sailors or celebration in the morning, including
to work harder in the days to come so that seaman away from home for the holidays. gift exchanges. The second is the after-
food can be purchased for the winter Since Oran Meditor has been in power as noon parade of citizens to serenade favor-
months and people will not go hungry. ruling guildmaster, the gifts given during ite locals who work for political guilds as a
The first of the far-ranging trading vessels these festivals, especially those for the way of saying "thank you." If the political
return on or about Bask Day, as do children, are gaily wrapped in scarves and guild members are particularly effective
numerous foreign trading vessels. This is placed under the tree in hopes of enticing in their posts, they may receive small gifts
because it is the only day when foreigners the spirits of sailors lost at sea to come from the citizens and /or bonus money
can sell their merchandise, mostly food, home to their loved ones. from the master treasurer. The third part
without paying the stiff Minrothaddan Palm wreaths are fashioned and hung of the celebration is the evening ritual of
tariffs. Most families spend a lot of their in the windows and on walls as a tradi- taking down the Mitwok decorations and
savings and stock up for winter on this tional charm against harm by nature's having a very late feast to celebrate the
day. forces in the upcoming year. And, finally, passing of the old year. This meal is tradi-
Decmun (tenth month): This month is tiny bells are hung from belts, hats, tionally spent with someone outside of
spent by most of the people doing chores shoes, and doorways to add to the festive one's guild or family, and presents are
preparing for winter: preserving foods, mood. often exchanged at this time too.
Races of
The racial groups of the Minrothad break that, in turn, may last months or blance that many elves find unsettling.
Guilds remain distinctive within the larg- years. Wood elves "on vacation" are Appearance: Water elves are towed-
er society, but their customs differ from encountered outside of Alfeisle, and headed or have light blond hair that
those of their continental cousins. Each those with years of free time even journey bleaches almost white in the sun. Their
group has borrowed significantly from to the mainland seeking fun and adven- eyes are blue-gray and their complexions
the others, and in the case of the water ture before they return to work. are pale in spite of constant exposure to
elves has evolved an entirely new life-style Guild and Clan: Minrothad wood elves weather and sun. They have a faint
from that which their race had previously belong to Guild Verdier, which is named resemblance to the Alfheim elves, but
known. These groups and their unique for a wood-elf clan of ancient distinction. look even more like shadowelves because
aspects are described here. Guild Verdier handles wood and of their coloration.
products of the earth. Behavior: A water elf s first love is the
Elves Old-elvish clan names have long since sea. He is fascinated by its ever-changing
gone by the wayside under the impact of moods and excited by the challenges it
The most populous race in the Minro- guild influences and the Minrothad lan- constantly presents to the seafarer. His
thad Guilds is elves. Minrothad elves are guage. Wood elves now use names adopt- curiousity is piqued by its watery mys-
divided into two groups: the so-called ed from Patois which are descriptive of teries; a water elf loves to travel on the
water elves, and the wood elves. These the craft each clan has specialized in. The ocean and learn about the creatures in it,
names are descriptive of the habitat they most influential clans of Guild Verdier and often masters magic which deals spe-
prefer to live near, and reflects the nature are Clan Forster, Clan Wraight, and Clan cifically with the sea and the weather.
of the guild crafts these people pursue. Shuter. Other clan names can be seen on Water elves were the first inhabitants
the Guild Verdier organization chart. of the Minrothad Isles to explore the local
Wood Elves Skills: All wood elves have the skill of waters thoroughly. They were the first to
Wood elves are also called forest elves Climbing. Each also has one handicraft develop moveable rigging on sailing craft
in Minrothad Patois. The terms are syn- skill appropriate to the craft of the clan to so that a vessel could sail close to the wind
onymous and refer exclusively to the which he belongs; those skills are further and maneuver with ease. They continue
forest-dwelling elves of these islands who described under Guilds. Skills are based to innovate and improve their sailing ves-
work wood and other products of the on the following attributes: sels, giving the merchant fleet of the
earth. Bowyer: Intelligence Minrothad Guilds its justly-deserved rep-
Appearance: Wood elves have hair Building Construction: Intelligence utation as the finest and swiftest in the
ranging in color from blond to brown, Cabenetmaking: Intelligence known world.
with green or hazel eyes. Their features Canvasmaking: Intelligence This avid interest in the ocean and ways
bear a distant resemblance to the elves of Climbing: Dexterity to travel upon it have made the water
Alfheim. Clothier: Intelligence elves one of the driving forces of the
Behavior: These elves are without a Cooper: Intelligence Minrothad Guilds. It was their seafaring
doubt more "serious-minded" than their Fletching: Intelligence knowledge and wanderlust combined
mainland cousins. They are interested in Machine Making: Intelligence with the human interest in trade that
actively practicing their handicrafts, and Ropemaking: Dexterity enabled the Minrothad Guilds to expand
are more inclined than most elves to stick Spinning: Dexterity and dominate sea-going commerce.
with long-term projects. Toolmaking: Intelligence Always anxious to travel, water elves
Wood elves throw themselves fully into Tree-cutting: Intelligence are excited by new sights, new lands, and
whatever activity they have chosen to pur- Weaving: Dexterity new prospects for trade. They are happy
sue. If it is woodworking, for example, Wheelwright: Intelligence to arrive at a destination, and are equally
they set a goal, then labor tirelessly for Woodworking: Intelligence happy to leave it for some place new, pro-
months or years to achieve it. A typical viding the traveling is done by sea or riv-
goal might be to become a master wood- er. More than half of the Minrothad
carver, or to perfect a new color-fast dye
Waten Elves traders encountered in continental ports
for cloth. The water elves have formed a more are water elves, as are many of the
When their work is complete, these distinctive sub-culture than their wood merchant-prince ship captains, but these
elves abandon themselves to the pursuit elf brethren, and are recognized as a elves do not care to be factors or guild
of pleasure with as much dedication as group separate from the mainstream representatives permanently posted in a
they applied to their work. Although an elvish race. In this regard, they are similar foreign city.
elf might labor almost continuously for a to the shadowelves of the Broken Lands,
year or more, he is then ready to take a to whom they bear a physical resem-

16
Races of
Special Abilities Boat Sailing: Intelligence
Harpooning: Dexterity
In addition to standard elvish abilities,
water elves have some special ones which Keelmaking: Intelligence
set them apart them from other races of Mastmaking: Intelligence
Netmaking: Dexterity
elves.
Direction Sense. A water elf has a 75 Piloting: Intelligence
percent chance of correctly sensing com- Rigging: Intelligence
Shellworking: Intelligence
pass directions at all times. This innate
Ship Sailing: Intelligence
sense works only outdoors, not under-
Tacklemaking: Intelligence
ground, but is extremely useful on over-
cast days or during fogs and darkness at Varnishing: Intelligence
sea. It can be used once per day.
Navigation Sense. Similar to direction HUMaNS
sense, this enables a water elf to know in Humans are a minority race in the
what direction a destination lies in rela- Minrothad Guilds, but the positions they
tion to his current position, providing he occupy speak for their ambitions and
has been to that place at least once mastery of skills. Descended from
before. This ability is accurate 75 percent Nithian stock, these islanders were once
of the time. It can be used once per desti- content with a pastoral existence as fisher-
nation. For this reason it is said that once men until water elf ships gave them the
a water elf has been to a port, he can advantage they needed to pursue trade
always find his way back again. and profits. They have done so successful-
Guild and Clan: Water elves are mem- ly ever since.
bers of one of the clans of Guild Elsan, Appearance: Traders have often
named for a family of leading water elves. brought back wives from foreign ports,
The guild deals with things pertaining to and thus introduced a variety of blood-
ships and seafaring. lines and appearances among Minrothad
Water elf names, like those of the wood natives. "Vet, the majority of Minrothad
elves, do not sound particularly elvish, humans have wavy brown or black hair,
but they do not follow the general Minro- green or brown eyes, and a fair complex-
thad custom of describing a craft. Lead- ion that darkens slowly in the sun. A
ing water elf clans are Clan Kelar and minority are red-heads, resembling the
Clan Manre. Other clan names can be Alphatians who visited these islands in
seen in the guild organization chart. ancient times.
Skills: All water elves have the skill of Behavior: Minrothad humans are
Boat Sailing, which is the ability to sail inquisitive and energetic. They love
boats and does not apply to ships. The interaction with strangers and the chal-
individual may be familiar with the prin- lenge of working out an equitable deal in
ciples of maneuvering ships, but is not which each party benefits. They can be
automatically skilled in doing so. fast talkers who are sometimes openly
Each water elf also has one craft skill quarrelsome, but serious anger finds its
appropriate to the craft of the clan to outlet in subtle intrigue and convoluted
which he belongs; those skills are further plots for revenge.
described under Guilds. Skills are based
on the following attributes:

17
Races of
These Minrothaddans enjoy innova- gaining is the ability to get the best possi- a break. The halflings, however, know
tion in business methods and constantly ble price for goods, services, or how to pace themselves. They rise at an
search out untapped markets to develop. information. The skill of Appraisal is the hour neither too later nor too early; they
They are hard workers who expect appro- ability to figure out what something is work until they are hungry, break for a
priate rewards for their efforts. They are worth. meal—either once or several times,
hurt and feel cheated if a special effort If two people appraise an item, the one depending how famished they become—
goes unnoticed, and are themselves gen- who wins by the greater margin assesses then return to work some more. They do
erous with praise and thanks. its value with greater accuracy. If two peo- not fret about labor during leisure time,
Minrothad humans have a reputation ple with bargaining skill use it on each or spend too much work time planning
for honesty, especially in business mat- other, whoever makes the best roll wins. for their leisure. Halflings are as proud of
ters. Their ethics, however, are sometimes Penalties may be awarded to either char- this happy medium in their work lives as
called into question: at one time they acter to reflect difficulties in the bargain they are of the goods they craft.
were persuaded to trade in slaves on the to be made. This skill is primarily used for Guild and Clan: Most halflings are
heels of a Thyatian war, and many main- quick bargaining with NPCs. members of Guild Quickhand, named
landers have never forgotten this. How- Skills commonly available to the for the halfling who freed the slaves. The
ever, most factors and buyers in foreign humans of Guild Corser and the abilities guild handles leather, basic crafts, and
countries are Minrothad humans, and they are based on are given here. The fuels.
they find that that part of their country's skills are further explained under Guilds. Halfling names follow the general
past has little impact on current business Animal Training: Intelligence Minrothad custom of describing a craft.
dealings. Appraisal: Intelligence Leading halfling families bear the names
Guild and Clan: Most humans are Bargaining: Intelligence Nimblefingers or Goldenhair. Other
members of Guild Corser, which handles Brewing: Intelligence family names can be seen in the guild
selected rareties and food. The guild Pipe Making: Dexterity organization chart.
encompasses many races besides humans; Skills: All halflings have skill in Farm-
specific clans do not monopolize any one ing. Other skills common to Guild
aspect of it. HalfliNQS Quickhand are given here, along with the
Human names come from a combina- Brought to Minrothad by slave-trading abilities they are based on. Where neces-
tion of ancient Nithian and Alphatian humans, halflings have long since won sary, crafts are further explained under
roots, with a large admixture of names their freedom and have put their Guilds.
from the continent. They rarely indicate unpleasant past completely out of their Basketweaver: Dexterity
guild ties or occupational specialties, and minds. Adopting mercantile habits and Charcoal Maker: Intelligence
can sound like names from anywhere on even religious beliefs from their former Cobbler: Intelligence
the mainland. Typical human names can masters, the natural industry of the half- Farming: Intelligence
be seen in the guild organization chart. lings has enabled them to participate in Furrier: Intelligence
Skills: Humans in Minrothad have the guilds as prosperous full members. Glassblower: Dexterity
either one of two skills. The skill of Bar- Appearance: Minrothad halflings have Hornmaker: Dexterity
curly red or sandy-brown hair, and blue Leather Armorer: Intelligence
or brown eyes. Some become quite tan in Oil Maker: Intelligence
the constant Minrothad sun. Potter: Dexterity
Behavior: Minrothad halflings work Saddlemaker: Intelligence
with more zeal than their cousins of the
Five Shires, a result of the sudden con-
trast between working for a slave master Dwaiwes
and working for one's self. These half- The forefathers of these dwarves left
lings reap the fruit of their own labors; Rockhome and migrated to Glantri,
they regard it as an added bonus that they where they found no welcome for their
also see the results in increased income large numbers. Minrothad traders recog-
and luxury goods. nized the wealth of skilled craftsmen in
To a Minrothad halfling's mind, other this group of dwarves and invited them to
guilds' members either work too much or emigrate and join the Minrothad Guilds.
too little. Humans seldom take time off, The dwarves agreed, and have dominated
dwarves work at a single project for years, metal and stone working in the guilds
and elves take a two-year hiatus and call it ever since.
Races of
Appearance: Minrothad dwarves keep Appraisal: Intelligence
their dark brown hair and beards shorter Armorer: Intelligence
than the dwarvish norm because of the Blacksmithing: Intelligence
hot climate in which they live. Their eyes Engineering: Intelligence
are brown or amber, and they are of stock- Jeweler: Intelligence
ier build than most of their continental Masonry: Intelligence
cousins. Mining: Intelligence
Behavior: These dwarves enjoy the Stonecutting: Intelligence
freedom to pursue their handicrafts with Trap Building: Intelligence
no distraction. They care for trading less Weapon Smithing: Intelligence
than most folk of the guilds and prefer to
leave the sales aspect of their business to
others. Skills
An unexpected benefit of their move
to Minrothad was the chance to tunnel Characters might have a variety of
and explore in previously untouched vol- background skills that are not dealt
canic rock. With their pragmatic turn of with in the rule books. Each such skill
mind, these dwarves are challenged and is based on one of the character's abili-
delighted to come up with new building ties (Strength, Intelligence, Wisom,
compounds, unusual tools and special Dextierity, Constitution, or Cha- IMPROVING Skins
manufacturing processes tailored for their risma).
island environment. A character's skill use chance can be
Dwarves are the least involved in guild Be<j/NNr/N<7 Skills higher than the ability on which it is
intrigues of any Minrothad group. They based. For instance, an elf who is a
Beginning Minrothad characters superior woodworker could have a
consider most of the island politics to be know one skill in which their clan and
foolishness that will pass with time. As a higher Woodworking roll than his nor-
guild specializes, one racial skill as mal Intelligence ability. To accomplish
group they become angered only when described for that race, and may select
politics interferes with their work for this, a beginning character can "trade
one additional skill. If a character's in" one of his extra skill choices to
some reason. Intelligence is 13 to 15, he may select
Individuals are touchy about unfin- improve another skill. Each skill
two additional skills rather than one; choice traded in gives the character a
ished work, refusing to show or talk about with an Intelligence of 16 to 17, three
items that are not yet ready for presenta- permanent +1 in a chosen skill.
extra skills; and an Intelligence of 18
tion. These dwarves are the most indiffer- gives him four additional skill choices.
ent bargainers in Minrothad, setting Skills
what they believe to be a fair price and UsiNQ Skills As a character grows more experi-
standing by it without a word of debate. enced, he can purchase more skills or
Guild and Clan: Most dwarves are When a character needs to use his improve existing ones.
members of Guild Hammer, named for skill, the player rolls Id20 against his All characters get a new skill choice
the Hammer clan which led the exodus to current ability score for that skill. If every four experience levels. Thus,
Minrothad. The guild does crafts which the result of the roll is less than or they acquire their first skills at level 1,
deal with metal and stone. equal to the ability, the skill use suc- a new skill at level 5, and another at
Minrothad dwarves no longer use their ceeds. A roll of 20 always fails, no mat- level 9.
names from Rockhome, but have taken ter how high the chance for success. Humans continue in this progres-
craft-related names like other guildsmen. When two characters compete in sion for every four levels they increase
Leading clans are Clan Stronghold, Clan the same skill, the one who makes his in skill. Elves gain new skills upon
Duger, and Clan Hewer. Other common roll by a greater margin of success acquiring 1,100,000 XP and then for
clan names can be see in the guild organi- wins. For example, a result five less every 750,000 XP following. Dwarves
zation chart. than the number needed beats a result and halflings gain new skills when
Skills: All Minrothad dwarves have the that is only one less than the number reaching 1,200,000 XP, and for every
skill of Appraisal (see Humans, above). needed. 800,000 XP afterward.
Other skills common to Guild Hammer
are given here, along with the abilities
they are based on. Where necessary, crafts
are further explained under Guilds.
ftM-&gOO{HVfrM

Of
The Minrothad Guilds were founded master trading liaison who works with the ruling guild master's strength. Magic,
in 691 AC by Gregus Verdier, a wood elf other groups in matters of import, the military, and spy-gathered intelli-
who solidified the loose trading confeder- export, and domestic trade. gence are but three of the facets of power
ation of the Minrothad Isles into a system represented among the political guilds,
of guilds and associate guilds. Reponsi- CouNcil of QuilO Leafceus - which are described in detail below.
bility for crafts, manufacturing, trading, Although positions of leadership in
and sailing (i.e., cargo carrying) were The guild masters of the various family the political guilds are appointed offices,
assigned to specific clans and family guilds meet as the governing body of it is very difficult to remove a guild mas-
groups so that each race had equal power Minrothad, known as the Council of ter once he has been assigned unless proof
and control through a family guild. Guild Leaders, or the CGL. Presided over can be established of criminal acts or gross
Over the following years a number of by the ruling guild master, the council negligence. The ruling guild master is
miscellaneous guilds came into being sets policy and passes laws pertaining to very careful in his choice of appointments
which provided services rather than man- guild and government affairs, foreign to these positions.
ufactured crafts. These were finally con- affairs, and trade practices.
solidated into the group of organizations Society
known as the Political Guilds. RuIiNQ QuilO Masten
Most Minrothaddans of working age
Guilds are noted for their policies of The hereditary office of ruling guild belong to a guild. Political guilds are
noninterference with craftsmen. Unlike master is always filled by a member of the entered through long apprenticeship and
most mainland guilds, innovation and Meditor clan of water elves. This family employment in the organization. Family
experimentation are encouraged, result- first led the water elves to the Colony Isles guilds are joined at birth or an early age
ing in a number of finely-made articles and have been honored leaders ever or, sometimes, through marriage or a
that are useful and unusual. The work of since. Once a ceremonial position, the change of career.
these guilds is recognized as some of the office is currently held by Oran Meditor, The concept of a career change, how-
best in the known world. who in recent times has exercised very real ever, is alien to most Minrothaddans. The
control over Minrothad affairs. He is average citizen believes that a person is
assisted by a cabinet which has the same born to be what he is, and nothing else.
A particular clan or family, chosen by functions as a family guild's support One who wants to change family guilds is
membership consensus, leads each family staff, except for the lack of a trade liaison. perceived as an oddity of nature: a person
guild of craftsmen. The clan is usually a These officers have authority on a nation- who must be either too proud to work
family group that has historically provid- al scale (see Minrothad Government under the leadership of his clan or who is
ed leadership to the guild. A guild master chart). defective from birth and unable to physi-
who is head of his family guild comes The ruling guild master's primary task cally accomplish the work done by his
only from that leading clan. The position is to determine policy and direction for guild. Nor is there understanding for one
of guild master is hereditary, and passes the country as a whole in cooperation who wants to change political guilds, for
on to an heir of master-level skill. Subor- with family and political guild leaders. after years spent in an apprenticeship and
dinate master craftsmen advise the guild He appoints officers to their positions in with the guarantee of life-long employ-
master, or guild leader, as he is sometimes the political guilds and mediates argu- ment, why would anyone in his right
called, and report directly to him on their ments between the family and political mind want to go somewhere else?
areas of responsibility. guild factions.
In addition, the ruling guild master
Each guild master is aided by a support
may remove a particular clan from the
Faivfily Quilbs
staff whose functions are uniform
leadership of its family guild if good
(juilt) ElsaN -
throughout the guilds. Staff consists of a
cause can be shown, and elevate a clan of Guild Elsan is mostly comprised of
first guild advisor who interacts with local
his choice to be their successors. The dis- water elves. It has complete control over
government; a first guild consort (the
graced clan must be shown to pose a all services and products dealing with
spouse of the guild master) who runs the
threat to the stability of Minrothad, usu- ship building, navigation, fishing, and
guild hall and guild master's mansion;
ally because it has engaged in treasonous working with raw materials gleaned from
and a master guild treasurer who audits
activity (such as an assassination plot or the sea (sea vegetation, sea shells, and so
the books, collects taxes from the mem-
bership, and controls the guild vaults. clandestine foreign alliance). on).
Master Shipwright: This master crafts-
There is a master of the guild leader's
Political Quilbs man is in charge of the construction,
agents who is in charge of the small secu-
maintenance, and repair of all Minrothad
rity force that protects the guild master Far more than mere service-providers, sailing vessels and boats. He has three
and the vault. Finally, there is a guild the political guilds form the backbone of

2O
"C176 CJuilOs of
CouNCil of Faivrily QuilO LeaOens

Political Guilds

head craftsmen under him. The head under him. The first is the head netmak- Minrothaddan ships. These craftsmen
keelmaker has charge of all ship-building er, who is in charge of net construction, work very closely with the Merchant Sail-
steps except for mast- and tackle-related maintenance, and repair and all net fish- ors Guild.
procedures. The head mastmaker is in ing done in Minrothad waters. The sec- Master Shellworker: The title of this
charge of all mast and yardarm construc- ond is the head harpooner, who is in position dates back to the days when
tion. The head tacklemaker is in charge of charge of the construction of harpoons water elves worked mostly shells for
construction of blocks and tackle. and all harpoon fishing performed by armor and weapons. Today the phrase
Master Varnishmaker: This master Minrothad vessels. encompasses the manufacturing of any-
craftsman oversees the manufacture and Master Sailor: This master craftsman thing made from materials brought out
application of pitch, sealants, varnish, supervises the instruction of sailing tech- of the sea. Sea materials are used a lot in
and paint to the Minrothaddan ships and niques and the compilation of sailing Minrothad and many art pieces are now
boats. He is also in charge of barnacle knowledge from other countries. His being made by Guild Elsan for the export
removal and hull cleaning. duties also include the overseeing of mis- market.
Master Fisherman: This master crafts- cellaneous sailing and navigational The master shellworker is assisted by
man is in charge of the construction of all devices. He is assisted by two head crafts- two head craftsmen. The first is the head
fishing devices, instruction in the tech- men. The head pilot teaches navigation; large shellworker who overseas work done
niques of fishing, and the Minrothad the head rigger teaches rigging and on large, bulky items (such as sea shell
fishing fleet. He has two head craftsmen sailmaking and oversees these items on all armor); the second is the head small

21

!<HHHfrMiHHfrM^HH»Oa<HHHMHlQ{Hl^OiHHl^^
"Cl>€ CJuilOs of Mi

shellworker who is mainly in charge of the Minrothad crops and livestock. Positions wright is in charge of the construction
production of art pieces. of importance are as follows: and repair of all large land vehicles in
Master Carpenter: This master crafts- Minrothad.
Quilt) VGRt>i€R man is in charge of all large, wooden, Master Bowyer: This position exists
nonsailing constructions, such as build- only because of the high value the wood
Guild Verdier consists primarily of ings, wharfs, bridges, and so on. He also elves place on good bows. This entire
wood elves. It has complete control over supervises the teaching of carpentry. associate guild does nothing but make
all services and items having to do with The master carpenter is assisted by bows, crossbows, bowstrings, arrows, and
wood and cloth. three head craftsmen. The head building bolts. Minrothad bows are among the fin-
Members of Guild Verdier have an constructor is in charge of all wooden est in the world (+ 2 to hit in the hands of
almost mystical affinity for wood. Work- buildings constructed or repaired in a member of this guild) and are a popular
ing things gleaned from the land is part Minrothad. The head siege machinery export item. The master bowyer is assist-
of their religion, and they love it. They maker is in charge of the construction of ed by the head fletcher, who is in charge
produce most of the tools, rope, canvas, siege machines for warfare. The construc- of collecting the finest feathers available
and cloth used by the other guilds. They tion is done in conjunction with Guild and making arrows. Custom-made bows
have also voluntarily accepted an unoffi- Hammer. This is a highly lucrative export and arrows are the specialty of this associ-
cial responsibility, shared with the half- item and also provides Minrothad ports ate guild.
lings of Guild Quickhand, for raising with extensive defenses. The head wheel- Master Woodcutter: This master crafts-

22
CJuilfcs of Mi
man is in charge of the cutting and weaving the thread into cloth. The third Master Stonecutter: This master crafts-
replanting of trees throughout Minro- is the head canvasmaker, who takes the man is in charge of all stone cutting and
thad. He also is in charge of the transpor- heaviest canvas cloth and treats it with transportation within Minrothad. He fre-
tation of logs, cutting logs into lumber, parafin for water resistance. She works quently travels to other lands to inspect
and grading lumber for sale. Most of the closely with Guild Elsan. granite and marble and arrange for its
best lumber in Minrothad is used for The fourth craftsman is the head cloth- purchase and transportation to Minro-
Guild Verdier products or shipbuilding; ier, who is in charge of dying cloth, proc- thad, which has none of these types of
lesser grades of lumber are used in other essing it so it will be softer, and stone.
construction or are exported. Scrap wood standardizing bolts. The head clothier is Master Mason: This master craftsman
is used by the elves for fuel. much busier than many head craftsman supervises all building construction that
Master Woodworker: This master as she is also in charge of the associate is done with stone. He often works closely
craftsman is in charge of the construction guild of tailors. Finally there is the head with the master carpenter of Guild Ver-
and repair of nonstructural items of ropemaker, who is in charge of all rope dier.
wood. He is assisted by three head crafts- making in Minrothad. The master mason is assisted by two
men. The first is the head toolmaker, who head craftsmen. The first is the head trap-
is in charge of making wooden tools or Quito ster who designs and constructs all traps,
wooden handles for tools. He works hidden passages, and secret doors within
closely with the head toolmaker of Guild Guild Hammer is made up completely a structure. His office is awash with old
Hammer. The second is the head cooper, of dwarves, all descendants of the original plans of all the buildings where he has
in charge of construction of barrels, kegs, immigrants led by Darkbrow Hammer or built traps at the owner's request. The
trunks, and boxes made of wood. He is of dwarves who followed shortly thereaf- second is the head engineer, who designs
one of the busiest head craftsmen in ter. the major buildings, towers, and bridges
Minrothad. The third is the head cabinet- Guild Hammer has complete control of Minrothad and who is consulted by the
maker, who is in charge of the construc- over most services and manufacturing other guilds in matters of engineering.
tion of wooden furniture. He works with that deal with metal or stone. This group He is also in charge of the Minrothad
the associate guild of clothmakers. is an important addition to the Minro- aquaduct and sewer systems and their
Master Clothmaker: This master crafts- thad Guilds, which was woefully lacking periodic renovation.
man directs the production of fabrics and in these areas before the arrival of the Master Smith: This master craftsman is
rope made from land-grown materials. dwarves. The guild has also experiment- responsible for all cast metal and general
She is also in charge of fabric dyes, ed lately with the use of lava in manufac- purpose forge work performed in Minro-
threadmaking, and related small crafts. turing, but the actual applications are thad. He is probably one of the two or
She is assisted by five head craftsmen. still a secret. Positions of importance three finest smiths alive today. He is
The first is the head spinner, in charge within the guild are as follows: directly responsible for the design and
of the associate guild of spinners which Master Miner: This master craftsman is construction of gears, springs, and other
transforms raw material into thread. The in charge of all underground mining clockwork parts used in the construction
second is the head weaver, in charge of operations in Minrothad. of big devices such as siege engines. His

QU1LD HAMMER (Dwaiwes)


Thor Stronghold
(Hammer Guildmaster)
QuilDs of
The master's second assistant is the fuel crafts were learned by an ancestor of
Up " head jeweler, who is responsible for the Nimblefingers, the current guild master,
creation of all jewelry and the construc- and were handed down along with other
—As told by halfling Archibald tion of small mechanisms. He is also the native halfling crafts and some imported
Oildreg, Senior Journeyman Fuelma- official appraiser of the value of such skills.
kcr, Guild Quickhand. items. Master Leatherworker: This master
"Never a twice-thought on the fish The third assistant is the head black- craftsman is responsible for all leather-
oil did I have, when I were a young smith, who overseas three of the associate working done in Minrothad. From tan-
squeeg. Da come home smelling like guilds. He is directly in charge of the ning and working the hides and furs to
he slept in a bait box, and that was all I manufacturing of metal items that do not making them into shoes, boots, belts,
knew. And four out of five meals a day fall into the tool or lock category, such as saddles, and armor, the master leather-
were fried—oil were cheap, sure. hinges, handles, horseshoes, and so on. worker oversees it all. He has four head
"Started my learn-time when I were He is aided by the head locksmith, craftsmen assisting him.
old enough to catch a flopper with one responsible for the construction, repair, The head cobbler is in charge of mak-
grab and hang on. Twitchy thing, a and dismantling of all locks, and the ing and repairing shoes and boots and
fish out o'water. Spent, oh, five years head toolmaker, responsible for manu- oversees the production of belts, leather
packing catch from boat to gutter, and facturing all metal tools and tool parts. bags, pouches, and all leather accessories.
oil-makings to press. After the Master Armorer: This master craftsman The head saddlemaker supervises the
squeeze, clean up the mess. That were is in charge of the manufacturing of all manufacture and repair of all leather har-
half the clutter. Minrothad metal armor, helmets, nesses, saddles, and saddlebags. The
"Next step up were cranking the shields, and barding. He is assisted by head furrier is in charge of collecting furs
press, then come my turn to process four head craftsmen. and hides and stripping, tanning, and
the oil. Get four grades out now, most The first is the head shieldmaker who is dying them, working them until the
journeymen only get three. I be top responsible for all metal shields made in leather is supple, and then transporting
squeezeman in the shop, and up for Minrothad and for metal rims and stud- the bulk leather to and from Minrothad.
mastership next year. Who knows? ding put on wooden or metal shields. The The fourth is the head leather armorer,
Already sending my own barrel-shares second assistant is the head helmetmaker, who is in charge of making leather body
on Cosger's ship that runs to Vorloi- who is responsible for metal helms and armor, shields, helmets, and barding,
Town in Karameikos. Last run were the metal ribbing or studding of leather and having them studded or ringed with
hot profit. If I make master, I'll open or wooden helms. The third is the head metal for extra protection. This requires
my own shop. harder, who adds metal plating or stud- his cooperation with Guild Hammer.
"Now, I be saving up for my mas- ding to leather or cloth barding. The Master Fuelmaker: This master crafts-
ter's dues. Gotta work a lot of squeeze fourth assistant is the head armormaker, man oversees the making, transportation,
to pay them fees. But Master Slippery- who is in charge of the construction of and storage of all the candles, oil, and
foot be giving me the bright-eye, says metal body armor and the metal stud- charcoal in Minrothad. Effectively, he
if I make master he'll slip me into fam- ding, ringing, or plating of leather or handles the creation or acquisition of
ily council if I got top style. Of course cloth armor. goods to meet most of Minrothad's fuel
he will—his daughter's my sweet, and needs. He has three head craftsmen work-
I be part of his family soon!" ing under him.
The head charcoalburner is in charge of
Guild Quickhand consists largely of the production of charcoal and works
five main associate guilds are the ones halflings, but also has a fair number of
most important to Guild Hammer's pros- with the wood elves in selecting wood for
humans and some of the other races who this purpose. Charcoal is primarily used
perity. He is assisted by three head crafts- disliked their guilds. This guild controls
men. in the crafts requiring very hot furnaces,
all services and manufacturing that deals like the metalworking of Guild Hammer
The head weaponsmith is in charge of with leather, basic crafts, and all forms of
manufacturing metal weapons. The or the glassblowing of Guild Quickfinger.
fuel, with the exception of the scrap tim- The head oilmaker oversees the creation
design of the weapons is very elegant, ber used by wood elves for firewood.
even the most basic ones. Minrothad of oil from animal fats and other sources.
Since the halflings were late-comers to The head candlemaker is in charge of
weapons always have a sea motiff etched the guilds and they couldn't assist with
into the blade or worked into the pom- making all normal and ceremonial can-
smithing or stoneworking—badly need- dles for Minrothad. He is also head of the
mel or handle. Weapons are popular ed skills at that time—they were assigned
export items at all times, but sell best in small, associated Wickmakers Guild.
the leatherworking crafts that were previ- Master Craftsman: This person is
areas where a war is being conducted. ously the domain of the wood elves. The responsible for the cottage industry of

24
KsS5 •Bfl-H-fl-Q-HOB-H-0-&OfliE-frO-0-&fl-H-B-0-B-C

QuilOs of
associate guilds that work the basic crafts, many mages, and glass art objects which human control. They therefore staked
such as pottery and basketweaving. He is are incredibly expensive. The last assist- out new mercantile territory to take the
assisted by four head craftsmen. ant is the head hornmaker, who is in place of the crafts and the slave trade that
The head potter oversees the produc- charge of converting animal horns, ant- had provided most human communities
tion of clayware, stoneware, ceramics, lers, and so on into useful tools like knife with money.
and porcelain objects ranging from plates handles, containers, musical horns, or art Guild Corser now has exclusive rights
and bowls for daily use to art objects. The objects. in Minrothad to the collection, transpor-
head basketweaver is in charge of all the tation, and sale of selected rarities and
small basketweaving associate guilds. The CORSGR foods. Many of Guild Corser's members
baskets made can be as small as a little are in foreign lands collecting these raw
woven collector's box for trinkets or as Guild Corser is comprised mainly of materials or arranging for their purchase.
large as the baskets used for carrying cer- humans but also has a number of the oth- Though the guild has little variety, what
tain types of bulk cargo. Some of the bas- er races in its ranks. it does sell is extremely expensive. Posi-
kets made are even waterproof. The head By the time humans had recovered tions of importance within the guild are
glassblower oversees the manufacture of from the devastation of their race in as follows:
all types of glass, including the panes of Minrothad due to lycanthropy and vam- Master Magic Dealer: Because of trade
glass used in guild halls and wealthier pirism, most of the essential guilds had regulations, magical items cannot be eas-
households, the glass containers used by been claimed by other races or taken from ily sold in Minrothad. However, nothing

^&^-fl^^-iHi-a-a^^M-o^fcM-jJC-g^>y-u^^
QuilOs of MiNnotliat)
He works mainly with smaller associate own master craftsman, who is answerable
guilds of falconers, dog-handlers, and only to the guild master.
the like. These military units are meant to be a
Master Spice Dealer: This master defensive force and are not intended for
craftsman oversees the importing, proc- battle away from the shores of Minro-
essing, exporting, and general handling thad. Although the guild is called merce-
of the spices produced by Guild Quick- nary, it considers this employment to be a
hand. This trade accounts for over three lifelong commitment and takes care of its
quarters of Guild Corser's income. He is retirees better than any other guild.
assisted by two head craftsmen. The first Unlike most guilds, which make their
is the head saltmaker who oversees the money from dues and taxes on members
production of salt, the other is the head or the products they sell, the Mercenary
beekeeper who manages the vast bee Guild is paid well by the government and
farms tended by halflings on Open Isle. all other Minrothad guilds for defending
The master spice dealer has an army of the islands.
traders traveling everywhere to sell Home Guard #1 is composed primarily
Minrothad's spices. of human soldiers. It is a large defensive
force stationed near the city of Minro-
stops Minrothaddan traders from buying Political OJuilbs - thad. This not only provides the best pos-
and trading magical items from and to sible defense of the city but keeps the
other nations. The master magic dealer is The political guilds are not nearly as seneschal honest as well. Home Guard #1
in charge of a group of agents and mes- complex in their structures as the family is trained to fight defensively in a city:
sengers in foreign lands who do just that. guilds are. These are the newest guilds in defending walls, using tower-top siege
If exceptional items are found, then he Minrothad, more service or government- ballistae, etc.
approaches the Tutorial Guild to see if oriented than the others. They offer the Home Guard #2 is composed primarily
they wish to purchase it. most potential for power and advance- of forest elf soldiers. It is larger than
Master Alchemist: This master crafts- ment, and are not yet as versed in duplici- Home Guard #1 but is spread out over
man is responsible for the manufacture or ty as are their family guild counterparts. most of the remaining Minrothad
acquisition of the unusual chemicals used islands. This force is trained in both field
by most of the guilds. This guild, too, has MencJjaNt Sailons battle and guerilla tactics. It will fight
numerous agents abroad. This guild is responsible for sailing the invaders on the beaches if possible, or
Master Brewer: This master craftsman trading vessels of Minrothad. It is over- retreat into the hills and harass the enemy
controls a vast network of agents that seen by the guild master with the help of to death.
arranges for the basic ingredients of the master importer and the master Marines are the largest standing mili-
mead, ale, and wine to be imported into exporter. tary force that Minrothad has. They serve
Minrothad and then for those beverages Members of this guild are usually on every ship as defenders against pirates.
to be made. He has one head craftsmen instructed in the ways of sailing by Guild They are trained in the use of shipboard
assisting him who overseas the slow proc- Elsan for a year or two, then must serve ballista, boarding and repelling tactics,
ess of making, aging, and storing wines apprenticeships with the Merchant Sail- and fighting in rigging. The number of
and spirits. ors Guild. This guild also has authority marines on board a ship depends on the
Master Piper: This master craftsman is over Minrothad dockworkers and steve- cargo being hauled, but is never less than
in charge of making pipes and smoking dores, as well as the ships they load and 20 percent of the crew complement.
apparati from all types of materials: wood unload. The Merchant Sailors Guild Marines also train the rest of the crew for
and clay for normal pipes, gourds and works very closely with the Merchant- combat when time allows during voy-
meerschaum stone for fancy ones, even Princes Guild, since the ships cannot sail ages, so the estimate of fighting men
glass for hookah pipes. The head crafts- efficiently without cooperation between aboard a Minrothaddan vessel is usually
man who assists him is a head tobacconist captain and crew. far below the actual number.
in charge of trading, importing, and/or About one-third of the marines do not
treating tobacco. MenceNany Quilto serve on long-distance voyages at any one
Master Animal Trainer: This master time; these troops are assigned to the
This newest of political guilds is head- Minrothad naval vessels which patrol
craftsman both teaches animals and
ed by a strongwilled, honest guild master local waters.
instructs others in animal training. He
who is in charge of the three military The Auxiliary Home Guard is not
arranges for animals to be imported,
units of Minrothad. Each unit is run by its shown on the government orgnization
trained, and then sold locally or abroad.

26
t:i7€ Quiibs of MiNROtl7at>

chart. It is a military associate guild that the School of Merchant-Princes, overseen the item is for sale. If the forced sale is
springs into existence only during times by the master of instruction, and the disputed, the price that should be paid
of imminent invasion. At that time, the School of Magical Artifacts, overseen by for the item is determined in Minrothad
Mercenary Guild gains authority over the master of devices. by the parent guilds.
guild and town security and constabulary Among other things, the guild is If a Tutorial Guild agent misrepresents
forces which constitute the auxilary responsible for working on all major and himself for the purpose of acquiring mag-
guard. some minor court cases (see Laws of ical items or spells for his personal use
Minrothad). It also runs programs in rather than the guild's, the penalty is
'Cljieves affiliation with other guilds for the pur- quite high: the death sentence under the
pose of cross-training specialized individ- Black Seal Warrant.
The Thieves Guild is known to exist
uals.
but very little is known for certain about
it. Rumors abound, but the fact remains
The Tutorial Guild has a monopoly on City of M/NK or/7a D
that this guild's activities are covert. The the practice of magic in Minrothad and The city of Minrothad remains neutral
truth is known only to the guild master, this monopoly is enforced by law. The and uninvolved in national or guild gov-
to Oran Meditor, and to the thieves active guild inspects every known magical item ernment affairs—a neutrality essential for
and magic-user which enters Minrothad. the cooperative interaction of all the
in this unpopular and secretive organiza-
A Tutorial Guild member is required by guilds. The capital is treated as a
tion.
law to be present whenever any spell is guildlike entity with a seneschal as the
cast.
'Cutonial Guild This guild has a network of overseas
city's equivalent of guild master. He has
authority over everything going on in the
The Tutorial Guild is a combine of agents who are constantly on the lookout capital except the guild shops. He is, of
many smaller associate guilds that train for new spells, new philosophies of mag- course, answerable to the ruling guild
and teach. The guild master oversees the ic, and magical items. These persons can- master and has no control over the palace.
administration of these associate guilds. not compete with Guild Corser's magic A complaint about the seneschal or the
A force of guild scholars answerable only dealer agents but they are empowered to city must be lodged at a council of guild
to him checks on the associate guilds from purchase magical items for the use of the leaders meeting by a member of that
time to time to see that they are main- Tutorial Guild. This guild has the legal body; the complaint is then brought to
taining their standards of education. The right to make first offer on any item held the attention of Oran Meditor for media-
most important of the associate guilds are by a magic dealer, regardless of whether tion.

up "Political" kle hold, amidst the gear that needs it binds us together, it does, and when
repair. And sailors put no trust in a sailor calls himself guildsman, he's
— as told by water elfCosger Elsan,
splices made by half-trained scuppers earned the name!
Journeyman Helmsman, Merchant
with half a care. Do a bit of work, and "Take me—I'm a helmsman, and I
Sailors Guild it's pulled and tugged and picked at hold this position because I know it,
"My kin build these ships and by the top-side crew before it even not because the captain's my father or
thought I would too. But how could I leaves the hold. Most of it comes some such nonsense like family guilds
stay land-bound when the waves beck- apart, and a scupper can spend a week go by. And I know every position
oned? And so that path I took. or more to get one splice done right. under me, like the points on a com-
"My age-mates began their learn - "What piece-work stays together pass. I can fill in for deck crew if needs
time in family crafts, but I sought out earns some time topside, maybe in the be—not like the sailmaker, you see:
old Elwyn instead, once master navi- rigging. Do enough knot-work, and a he's family, and all he knows is his can-
gator. Time enough he'd spent on canny scupper can splice himself out of vas.
ships, and so understood my urge. the tackle hold and into the foc'sle. "Now, I've a choice: if I stay helms-
When I came of apprentice age, I took Topside he tars rope and polishes man, I need next to study navigation
the tests for the Merchant Sailors brass, but the rigging-time comes under Guild Elsan. Or, I can take a
Guild — and passed, thanks to Master more often. And so it goes, step by line on bo'sun's mate and do more
Elwyn 's coaching. Then my learn-time step, until he's making sail and doing work with the crew. Who knows? I
as scupper began. all that needs doing. might do both. Then when I make
"Cabin boy is the obvious 'pren- "True, we're not as cozy a bunch as senior journeyman I'll be up for sec-
tice, seen by passengers, but the real a family guild. A scupper is pushed ond mate. There's no end to where
work starts far below decks in the tac- and tested, every step of the way. But skill can take a sailor in this guild!"

27
Caste
The apprentice-journeyman-master Third Caste: The third caste is the who were trained by the Tutorial Guild
rank system of the guilds, based on evem, from the word for craftsman. This and guild masters and head craftsman
achievement and experience, carries over caste consists of lesser guild managers who are training to become merchant-
into Minrothad society. To an overwhelm- (assistant craft masters, assistant guild princes.
ing extent, a person's position in his guild masters, and so on), very wealthy guild Sixth Caste: The sixth caste is the
reflects his position in society. This has members who do not hold a political or saneer, meaning rulers. It is a small and
resulted in a formalized caste system, rec- guild office, and exceptional guildsmen elite caste consisting of the nine guild
ognized by tax laws and acknowledged by who are highly respected for their skills masters who sit on the council of guild
citizens in their daily lives. (such as healers and clerics). leaders, the seneschal of the city of
A person's guild and rank dictate Evem enjoy far better pay and benefits Minrothad, and the ruling guild master,
which category he occupies in the Minro- than the two lesser castes. It is to the third Oran Meditor. These are the most power-
thad caste system. Some caste positions caste that most second caste guildsmen ful and wealthy individuals in Minro-
limit one's progress within the guilds, aspire. The third caste can be reached thaddan society.
but for the most part, caste lines are not through hard work and innovative ideas.
completely rigid; hard work or political A macau guildsman enters the evem by Caste aNt> Quilt)
skill can elevate an individual to a higher appointment from a member of a higher iDeNtif icatioN
caste than the one he began in. caste or by a vote of promotion by third
There are six castes in Minrothad. Each caste guildsmen. In a place as concerned with rank and
reflects a degree of wealth, but even Fourth Caste: The fourth caste, or membership as Minrothad, it is not sur-
more, an appreciation of what a person dosan, takes its name from the word for prising that there are several ways to iden-
can do for his guild. Caste names come leaders. This caste consists of the head tify exactly what caste and guild a person
from ancient Nithian words for rank and craftsmen and masters of the guilds. It belongs to. Guild identification is
standing; people often refer to them- includes most members of guild adminis- required by law, caste identification by
selves and others by a reference to their trations. These are powerful and wealthy custom.
caste: "A cleric will always be an evem, people, most of whom ascended from the
regardless what he preaches to others." lower castes through their own labor or Caste
the efforts of their forefathers. A person's caste is signified primarily
First Caste: The first and lowest rank is
the okeen, or laborer caste. This caste A member of the third caste is pro- by clothing. It is not so much what he
includes guild members of the least moted to the fourth by appointment wears that indicates his caste, since gar-
importance: apprentices and those who from a higher caste or by vote of fourth ments come in unpredictable variety in
are too lazy, careless, or indifferent to caste guildsmen. Among the family Minrothad, but it is the quality of the
make much difference to the guild. guilds it is very difficult to rise to this cloth and the nature of the accessories
caste from lower ones. There is a growing that are the telling point. Members of all
Regardless of wealth, a sloppy and uncar-
ing craftsman remains an okeen, as does trend for a retiring family guild master or castes but the sixth incorporate a work-
an otherwise respected oldster who head craftsman to nominate his related item in their ensemble: a silver
refuses to pass on knowledge of his craft appropriately-skilled son or daughter as tasting salver hanging from the neck for a
to the young. his replacement. This choice is ratified by vintner, or a baker's cap for a baker. The
Second Caste: The second caste is the his guild council peers, who hope to do higher the caste, the finer the material
the same for their children. This is not the and more stylized the design of the sig-
macau, the artisans who comprise the
majority of common guildsman. This is practice among the political guilds, how- nificant accessories.
the great middle class of Minrothaddans ever: just one of reasons why there are Members of the sixth (ruling) caste
greater opportunities for advancement in wear no work accessories at all, and this in
who toil and work for love of their craft
and guild. It is their efforts that keep the political guilds. and of itself is indicative of their rank.
Fifth Caste: The fifth caste is the yulen, Their clothes are the most extravagant
Minrothad prosperous. The macau have
from the word meaning commanders. and finest of all, meant to embody their
traditionally enjoyed more benefits than
the okeen: better pay, better positions in This is the newest caste. It came into guild's pride and importance.
the guild, finer tools and materials to being to reflect the status of the
Merchant-Princes, the magic-using sea
work with, etc.
captains who command the ships of
Minrothad's trading fleet.
The yulen are almost identical to the
dosan of the fourth caste, but yulen are
more learned and all know magic. The
membership consists of merchant-princes

28
Shields and Devices of the Minrothad Guilds

Minrothad Guilds Guild Hammer Guild Verdier


(Ruling Guild Master)

Guild Corser Guild Quickhand Guild Elsan

Home Guard Unit 1 or 2 Merchant Sailor Guild Mercenary Guild: Marines


Mercenary Guild
(Unit's number is placed
below sword pommel)
Caste SysteM
balance symbolizes trading power and scale of the associate Instruction Guild
honesty in such dealings. It is simple, bears an open scroll; the scale of the asso-
Guild membership carries with it privi-
usually black on white, and bears nothing ciate Devices Guild shows a wand. The
leges and obligations, and Minrothad-
on the scales. Every Minrothaddan trad- Tutorial Guild master and his staff have a
dans expect to be able to easily identify a
ing or military ship has the insignia paint- star with rays shining forth, signifying the
guildsman's rank and standing. Upon
ed on the prow and stitched into the sails, deliverence of knowledge from the heav-
passing apprentice level in a guild, most
and flies it as a flag. All official docu- ens.
members are marked with a tatoo in a vis-
ments from Minrothad show the balance
ible place: the back of the hand, on the
at the top of the page, including receipts
cheek, or even on the forehead.
for goods bought or sold.
Guildsmen expect to wear the tatoo for
Guilds which give their members
life and embellish it with additions which
tokens rather than tatoos have the guild
indicate rank and specialty skills. Tatoos
device worked on the token. Devices not
are removed only if a person changes
illustrated here have the following
guilds or is kicked out of one for some
appearances.
reason. The removal process uses an acid
Thieves Guild: Although little is
wash; it is a painful and scarring process City of Minrothad: Guildsmen wear
known about the membership of this
and not undertaken lightly. rings as insignias of membership. The
guild, its device is a matter of official
Organizations that do not care to have device is a balance standing atop an item
record. The insignia is a horizontal dag-
their members easily identified, like the of the seneschal's choosing and so
ger serving as the balance for two small
Thieves Guild, give them a ring, earring, changes with every seneschal. The current
scales, each with a full pouch of gold on
armband, or other removable object as a insignia is a balance atop the beam of
it.
sign of guild membership. The token is another, slightly larger balance, symbol-
given to the member after he has served izing the seneschal's desire to keep the
his guild reliably for two years. These city as fair as possible to all the guilds.
guildsmen usually also wear a simple and
misleading family guild tatoo, lest the
lack of a mark draws attention to them.

SljielOs Devices
Membership tatoos duplicate the pat- Tutorial Guild: Guild members wear a
tern that is on a guild's official shield or large earring of electrum as token of their
device. The devices of the ruling guild membership. It is worked with an octa-
master, the family guilds, and three gon with a single scale hanging inside it.
political guilds are shown. Each incorpo- Depending upon their affiliation, the
rates the balance device which is the content of the scale differs. The scale of a
insignia of Minrothad as a nation. The merchant-prince bears a pentagram; the
QuilD Pnivileqes
Members of the greatest trading com- Prefered Customer Status: Guildsmen
bine in the Known World enjoy many get first pick of goods before they go on
privileges unique to their nation. sale to the public, except for special-order Of
Price Discounts: A guildsman pays items. This privilege extends to guild —A talk with Emelia. Oswip of the
only 40 percent of the wholesale price for services. If there is only one passenger Scholars'Fraternity, Glantri
any item manufactured by his own guild berth left on a ship, for instance, a guilds-
and may purchase from other guilds at man is taken on board in preference to "Look, there goes a merchant-
wholesale price. Nonguild members pay another passenger. prince, swaggering along like a power
a standard retail price, which can be 100 Good Exchange Rates: Guildsmen incarnate. Yes, the fellow with the
percent or more of the wholesale price. converting coin for personal use receive blue hipboots and gold scabbard.
It is considered immoral for a guild special discounts on conversion fees and "You can tell he's a merchant-
member to buy something at his reduced get the best exchange rate possible. prince by the pentacles on his clothes.
membership price for a friend in another Cut-Rate Travel: A guildsman may "Besides, I know him. That is, he
guild. It sometimes happens between perform labor in his guild specialty was captain of the Egret on my voyage
friends or lovers but it is frowned upon before or during a sea voyage in exchange here, name of Saroso Elsan. The voy-
and repeat offenders may have their price for low cost or free travel. age was entertaining; it gave me my
privileges revoked. Free or Reduced-Rate Training: Guilds first glimpse of a merchant-prince in
Business on Credit: A guildsman can train their members free of charge. action. There's a growing interest in
buy on account from his own guild with Guildsmen can receive cross-training in them in Glantri— that's why I'm
no interest charged. A guild may offer other guild specialties through the Tuto- here, to learn what I can about them.
the same courtesy to members of other rial Guild. In contrast, nonguild mem- "No one talks much about these fel-
guilds on an individual basis, charging bers cannot receive any instruction from lows. They're all leading members of
only a small interest rate for the credit. the guilds at all. their guilds. It seems merchant-
Such credit-based business is rarely done princes can come from any guild. Most
outside of Minrothad and is never prac- are ship captains, but others are just
ticed with retail customers, where "cash very experienced traders.
on the barrelhead" is standard. "They're trained by the wizards'
guild here—what do they call it? Tuto-
rial Guild? They must be dedicated
fellows, learning magic after they've
learned a profession. And not ordinary
magic either—they work the ele-
ments.
"That one, Elsan, did interesting
work on our voyage. He seemed in a
hurry to arrive in Minrothad and we
had favorable winds all the way—
magical winds, I could tell.
"Those skills are not too remarkable
by themselves, but crewmen told me
they wished we would sight some
pirates so I could see firsthand how a
merchant-prince deals with sea brig-
ands. I can do without that kind of
entertainment, but it was an interest-
ing comment. They seemed convinced
their captain would save them the
trouble of a battle. I have a lot of ques-
tions I want to ask a merchant-
prince...
"And look, here he comes again!
Excuse me—there's a tavern and here's
my chance. Oh, Captain Elsan!..."
Politics iN the MiNROttjaD Quilbs
"Work in Minrothad politics is like Political SysteM Pnice of iNtnique
separating two fighting she-wolves. By
the time it's done, you're in the middle "Intrigue, duplicity, scoundrelism, — A word of caution from Lord Orde-
of the fight yourself and you 've been bit- evasiveness! All the things that we hope kis, Thyatian ambassador to Minrothad
ten by both sides at once." to avoid in government are as food and People who play Minrothad politics
—Oran Meditor drink to the Minrothad politician." play for keeps. The game moves swiftly,
— lerendi Ambassador Ounia, trying to the players change constantly, and rules
explain to his government his desire to
'Cljc Etljic of CoMpetitioN - leave Minrothad.
of fair play are observed only when con-
venient. Any tool that helps advance a
Product specialization and the force of Though its hidden workings are cause is used when needed — and that
law prevent the Minrothad Guilds from treacherous, the government of Minro- presents a danger for visitors to Minro-
competing with each other in the com- thad is much more than groups of self- thad.
mercial arena. Yet an ethic of competi- serving craftsman trying to gut each Travelers who seek intrigue and per-
tion is instilled in every apprentice and other. Like the scales that are the nation's haps physical risk can easily find this
embodied by every trader who is part of a symbol, the family guilds and the politi- when they come to these islands. But
guild. Guildsmen refuse to be bested in a cal guilds are the primary counterweights even the innocent voyager may get
trade or a sale and pride themselves on on the political scene. They are separated caught up in webs not of his own weav-
overcoming the obstacles that stand by the ruling guild master, whose office ing. The one who is lucky might simply
between them and commercial success. and its cabinet are the fulcrum and bal- have a rude encounter with unprincipled
This attitude even carries over into ance of power in the Minrothad system. guildsmen; he who is not may be charged
Minrothad dealings with other nations. The ruling guild master enjoys support with treason, or lose his life in one of
Traders, ambassadors, and factors are from the political guilds, whose guild many ways.
concerned first with how Minrothad can masters he appoints. He uses this support Visitors should remain alert for ruses
profit from a situation and second with to offset the influence of the powerful designed to use a foreigner as an unwit-
how to meet and defeat any competition. family guilds, whose backing he some- ting tool of guild intrigue:
The same competitive drive that makes times enlists by promoting one of their If you are not a merchant, be wary if
guildsmen world-class merchants finds its race, guild, or clan to a position in the invited to a private place to discuss guild
outlet within Minrothad in merciless political guilds. business. Minrothaddans never discuss
political infighting and jockeying for On the other hand, the ruling guild guild business with outsiders unless it
position. Guild leaders aspire to ever- master can do very little if both the family relates to a specific trade arrangement.
greater degrees of power in government guilds and the political guilds oppose Refuse requests to deliver sealed or
and let very few ethics or morals stand in him, for their taxes support the national otherwise private messages to other
the way of promoting their guilds or government and the military is not under guildsmen. Almost every place of busi-
themselves. his personal control as a cabinet function. ness sends legitimate messages by
In a perverse way, Minrothaddans are Consequently the balance between the apprentice or with a friendly captain if it
proud of the chaos this sort of competi- three factions remains stable only as long must go to another island. If you do this
tion produces and of the intrigue that is as all three are strong. This balance of sort of favor for someone you are likely
its natural byproduct. These things are, power has been upset in the past, result- being used as a dupe in some kind of
after all, signs that the interests of one's ing in poor government decisions formu- guild intrigue.
guild are being advanced. Anything lated and pushed through by the If you are asked to do something that
short of treason and assassination goes, as dominant group. Besides caring for the might be illegal (such as waylaying some-
long as the action or its results do not real business of government, the ruling one leaving a tavern, "as a practical
adversely affect Minrothad itself. guild master must himself be a master of joke") be extremely cautious. You can be
intrigue, struggling to ensure that no sin- certain that is not the true purpose of the
gle political faction becomes too power- ploy, and the one who approached you is
ful through its plots and ploys. In spite of almost never the one who is really behind
their reputation in trade, the politics of it. If you comply, you may become
Minrothad are not for the naive or the involved in serious charges. If you refuse
scrupulously honest. to help or report it to the constabulary,
"You can easily tell when a Minrothad you may be harassed by vengeful guilds-
guild master is lying: his lips move." men. I have nothing to advise in such a
— Continental guild hall joke situation except to avoid it.
DUNGEON MASTER'S BOOKLET
OFFICIAL GAME ACCESSORY

MlNROtliaD
by Deborah Christian and Kim Eastland

Table of Contents
Welcome to Minrothad
History of the Minrothad Guilds
Historical Synopsis of the Minrothad Isles
Government
Crime in the Minrothad Isles
Pirates of the Minrothad Isles
The Merchant-Princes of Minrothad
Guild Trade
Speculative Trade
Trade Goods Tables
Supply and Demand Tables
Sailing
Weather
Navigation
Secrets of the Minrothad Elves
Towns and Cities: A Trader's Tour
Personalities of the Minrothad Guilds
Adventures
Adapting Gazetteers to AD&D® Campaigns

Credits: AD&D, DUNGEONS & DRAGONS, D&D, and WORLD OF


Design: Deborah Christian, Kimber Eastland GREYHAWK arc registered trademarks owned by TSR, Inc.
Editing: Steve Winter FORGOTTEN REALMS, BATTLESYSTEM, PRODUCTS OF
YOUR IMAGINATION and the TSR logo are trademarks owned
Product Manager: Bruce Heard by TSR, Inc.
Cover Artist: Clyde Caldwell Distributed to the book trade in the United States by Random
Interior Artist: John Lakey House, Inc., and in Canada by Random House of Canada, Ltd.
Graphic Design: Stephanie Tabat, Dave Sutherland Distributed to the toy and hobby trade by regional distributors.
Cartography: Dave Sutherland, Dennis Kauth Distributed in the United Kingdom by TSR UK Ltd.
Typography: Kimjanke This module is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use
®1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. of the written material or artwork herein is prohibited without
the express written permission of TSR, Inc.

TSR, Inc. TSR UK Ltd.


FOB 756 120 Church End, Cherry Hinton
Lake Geneva, Cambridge CB1 3LB
WI5314? USA United Kingdom

ISBN 0-88038-607-X 9236


TSR, Inc.
WelCOMG to MlNROtliat)
with the world's trading communities. be enlisted as special agents to the ruling
—A word from Gheryn Verdier,
Minrothad Guilds Ambassador to Kara- The Minrothad Guilds are located in guild master, a position which takes them
the Minrothad Isles, formerly called the outside the normal guild structure and
meikos
Isles of Dread. The islands are in the enables them to pursue adventures on
You who are about to send your friends Dread Sea south of Karameikos between behalf of the government authorities.
to the Minrothad Guilds: do they wish to lerendi and Thyatia. Their benefits and rewards will naturally
buy? We have goods to sell, and none be things valued by the guilds: promo-
better from any guild hall on the conti- CaiwpaiQNiNQ IN tion to a higher caste, the bestowal of a
nent. MiNRotfjab — business, perhaps even the gift of a mer-
Do they wish to sell? We might be will- chant ship for trading ventures.
ing buyers, if the price is right. Adventures in the Minrothad Guilds In addition, the DM may use the
Do they seek information? We have can be a welcome change of pace from Minrothad setting as a springboard to
that aplenty, news and gossip from all campaigning on the mainland. Not only adventures which take place anywhere in
corners of the world. And intrigue to go is the setting different, but the type of the world. Characters can travel on guild
with it—more, I dare say, than most adventure opportunities are different as ships, take care of guild business, and
mainlanders can stomach. well. return to the Minrothad Isles as their base
Alas, if your friends seek employment, A Minrothad campaign offers involve- of operations. PCs may pursue a career in
they are unwelcome if they hope to com- ment in covert operations and subtle trade or shipping either as a sideline or a
pete with a guild craft or service. But encounters in which no sword can make a major part of their activities. And finally,
there is always call for bodyguards, or spe- difference. Adventurers will be chal- if the DM wishes to allow it, characters
cial agents who serve in, shall we say, less lenged with "thinking" encounters in can try to become merchant-princes, an
conventional ways. which the character who uses his head unusual spellcasting NPC (and possibly
But if your friends adventure in Minro- profits better than one using brute player) class described in this book.
thad, warn them to be on their guard. strength. And PCs will find it difficult to
Fall afoul of the Minrothad Guilds and walk away from the intrigues of Minro- WJ7O SI?ou1t> Play IN
no law on the continent can help them. thad and its guilds, for this is a nation
Our reach is long, and a Black Seal War- that can place a bounty on their heads
rant of death awaits foreigners involved which will follow them throughout the The guilds of Minrothad include repre-
in treasonous intrigues. continent. sentatives of all races, and all races are
Oh? They don't plan such involve- Characters who visit the guilds can rest welcome in the Minrothad Isles. Elves are
ment? I see. Then let us hope it does not and recuperate there, sell their booty, or especially numerous, and have rather
seek them out instead, shall we? hire out as free agents for dangerous mis- more influence in government and the
sions. For players and DMs who want to shipping trade than other races.
T^e Qazettcen — run a campaign permanently based in Fighters are respected for their skills
Minrothad, there are advantages and and the occupation is an admired one in
This sourcebook deals with the Minro- drawbacks to this particular setting, espe- Minrothad. Native fighters are all mem-
thad Guilds. It is a reference book for the cially if native Minrothad characters are bers of the Mercenary Guild and a fighter
DM's eyes only. An overview of the used. must be a member of that group to
Minrothad Guilds is provided in the Career Problems: Characters will find acquire training and purchase unusual
accompanying Adventurers' Guide to that the guild environment severely lim- weapons in Minrothad. Foreign fighters
Minfothad, designed for both players its how they pursue their adventuring are not accepted into the guild unless
and DM to read and use. But there is career. Natives can become fighter char- they wish to make a career commitment
much that is not said in the Adventurers' acters only by joining the appropriate to it. A fighter from the mainland cannot
Guide and some that is intentionally mis- guild, in which case they become obligat- receive training in the islands unless he
leading for player characters. The truth is ed to serve that guild as any other guilds- can locate a nonguild fighter to instruct
told here. man would be. nonnatives can only him.
pursue a fighting career as a hired agent Clerics are tolerated in Minrothad,
T3)e MiNuotl7at> Quiios and cannot receive training from the local where gold is pursued more avidly than
Minrothad, a nation of island peoples, guild. The same applies to thieves and religious enlightenment. Four belief sys-
is organized into a close-knit confedera- magic-users, whose spellcasting is limited tems are represented in the islands and
tion of craft and service guilds. The coun- by guild regulation. Clerics are the only are independent of the guild system
try is commonly called the Minrothad character class unrestricted by guilds. which dominates other aspects of Minro-
Guilds, as they are known in commerce Career Advantages: A Minrothad cam- thad life. Mainland clerics of the same
paign offers the chance for characters to alignment can strike up a cordial working
Welcoivte to
relationship with Minrothad clerics with- tom. This should help the DM determine How to Use tljis
out difficulty. NPC reactions in caste-conscious Minro- (Jazetteeu
Thieves are anathema to the thad and aid in gauging the level and
mercantile-minded Minrothaddans. type of compensation that might be The History and Government chapters
Characters identified as such are followed offered to PCs for their services. Regard- give the true story of Minrothad's past
and sometimes harassed by law forces, less of a character's rank or title from the and hidden government workings. The
looking for an excuse to make an arrest. mainland, if any, guildsmen will usually Thieves Guild chapter deals with a secret
The Minrothad Thieves Guild is a address him with references to his caste, organization that is far more involved in
secret organization that has exclusive con- just as if he were a Minrothaddan. the operations of the Minrothad govern-
trol over criminal activities in Minrothad Adventurers who begin a campaign as ment than most people realize. The
waters. PC thieves who practice their skill native Minrothad characters start as Merchant-Prince chapter describes those
and get caught by the Thieves Guild do members of the third caste. seafaring masters of magic who contrib-
so at the risk of their lives. Mainland characters with a social ute so much to the reputation of Minro-
This is not to say that thieves should standing ranging from knight (see GAZ thad as a trading nation. The Trade
not go to Minrothad. On the contrary, the 1) on up are fourth caste. Lesser members chapters that follow give inside informa-
Thieves Guild is always looking for a few of royalty start as fifth caste; only kings, tion on guild trade practices overseas and
good foreign rogues to act as free agents queens, and heads of state are sixth caste. outline a system DMs can use to simulate
on the continent—or even to do some If a character's social standing is uncer- PC or NPC trading and shipping activity.
coven spying in Minrothad that the guild tain, the DM can go by level instead. Next come chapters on the Minrothad
would not want to be associated with if These guidelines are suggested, but can Isles describing the isalnds of the Sea of
the spy is caught. be adjusted as necessary for the individ- Dread and adventuring opportunities
Since Minrothad has a network of ual campaign: found there. Non-Player Characters cov-
thieves and spies throughout the islands ers all the important and interesting per-
Character Caste sonalities of the Minrothad Guilds.
and in most major ports of the mainland,
Level Level Finally, the Adventures chapter includes
a capable thiefs reputation is often
known before he reaches Minrothad. Basic 2 a full range of Minrothad adventure sce-
Thieves should not be surprised if they Expert 3 narios for characters from Basic to Master
are approached by the guild during their Companion 4 level.
stay in Minrothad. Master 5
Only members of the Tutorial Guild
practice arcane crafts here; most magic
other than sea and weather enchantments
is unfamiliar to the public. Magic-users
who visit the islands find themselves the
object of curiousity and some suspicion if
they are identified as mages in Minro-
thad.
Only spellcasters of the Tutorial Guild
are authorized to practice magic at will in
the Minrothad Isles. Foreign mages may
only do so if supervised by a Tutorial
Guild member. This stricture can be
defied but such action is usually illegal,
and the character may have to face the
consequences.

"Clje MiNKOtftao Caste


SysteM
The caste system of the Minrothad
Guilds is explained in detail in the PC
booklet. For characters adventuring in
Minrothad, it is useful to determine what
caste they fall into according to local cus-
Histouy of tlie GJuilbs
Elves migrated northward after the the adventurer Minroth, the group recog- In search of new territories, colonists
destruction of Blackmoor, but not all nized the value of the natural resources from the Alphatian Empire made their
groups remained with Ilsundal as he led they found there. They colonized the way to the islands around this time. They
them to the Sylvan Realm (see GAZ 3). island, founded the port called Harbor- easily found the largest and most promis-
Two groups of elves honored powers from town, and began to call the chain the Col- ing of the Colony Islands and there they
the Sphere of Time; both groups were ony Islands. founded the colony of New Alphatia.
prompted by those powers to leave Ilsun- As chance would have it, this was Trad-
dal's migration and settle at some dis- er's Isle, already settled by the Minroth
tance from each other in the lands west of MiNnotl?'s Quest traders. Separated by central mountains
Thyatia. Unknown to his friends, the coloni- and coast-shrouding fogs, it was a year
These were the Meditor and Verdier zation of Trader's Island was part of before the two groups discovered each
clans of elves. The Verdier settled in the Minroth's quest to ascend to the other. After a series of inconclusive
forest lands of ancient Traldar in what is Sphere of Matter as a polymath. He clashes, saner heads prevailed. Alpha-
now Karameikos; the Meditor elves set- settled and explored the island as tians were as interested in ttade as the
tled farther south, near the seacoast. Lat- much in hopes of finding the artifact descendants of the Nithians. Joint trad-
er, a series of cataclysms flooded the land hidden by his immortal sponsor as for ing ventures were agreed upon, combin-
and formed islands. This upheaval cre- mundane reasons of trade and profit. ing Minroth trading knowhow and
ated the Sea of Dtead, the lerendi A master-class fighter, Minroth's Alphatian seafaring knowledge.
islands, and the archipelago later known nearly superhuman abilities became In the third century AC, human and
as the Mintothad Isles. The Meditor elves evident in the early days of the colony. elvish cultures finally stumbled upon one
found themselves stranded on those In fact, his quest was successful; when another when volcanic activity forced
islands and the Verdier elves found them- the artifact was attained, Minroth elves to seek out other appropriate settle-
selves living on newly-made seacoast. ascended to the Sphere of Matter and ments in the island chain.
The Verdier and Meditor elves were vanished from the island. The The water elves instantly recognized
descendants of elvish shipbuilders in Nithians have venerated him ever the great value of Alphatian magic, a
their lost homeland to the south. Again since and the church of Minroth was craft which had become adapted to
prompted by immortal intervention, the founded to honor this immortal. almost exclusive use on the sea. In turn,
Verdier elves built ships and joined their Minroth's sudden disappearance the Minroth-Alphatian trading combine
btethren on the island they called Alfei- without a goodbye or word of explana- was impressed with the unusual design of
sle. There they engaged in handicrafts tion left his contemporaries with an the elvish ships and their intriguing sail-
and the building of small ocean-going unsettled feeling. Ever since, there has ing capabilities. The water elves were tak-
vessels, exploring the island and the local been the expectation that he would en with the humans' generosity and
waters. reappear just as suddenly as he left. abundance of trade goods. It was only a
While elves went about their affairs, This expectation has become a main- short while before the Minroth traders
traders from the burgeoning Nithian stay of the creedo of Minrothism, as proposed a trading combine which would
Empire discovered Trader's Isle. Led by explained in the .Adventurer's Guide. include the elves.
The elves agreed, then sought out their
forest-dwelling kin to enlist their wood-
As the Nithian Empire fell into slow working skills in the building of trade
decline, the trader-colonists of Trader's Isle vessels. The timing of this offer was con-
began their ascent. Calling themselves venient, for the proud wood elves had
Minroth traders after the cult that had suffered through several years of famine
sprung up to honor the Nithian, they car- and were agreeable to an offer of food in
ried rare woods and handicrafts to peoples exchange for woodcraft.
who lived on the shores of the Sea of Dread. The successful trade venture began with
Over the next centuries, trade developed mutual exchange of goods, services, and
between growing Thyatis and the islands. vessels. War conducted by the Alphatian
Minor disputes over the use of forest wood and Thyatian Empire helped the island
grew into a major rift between the Verdier combine to prosper, for the empires relied
and Meditor elves. The Verdier took to the heavily on merchant shipping to carry sup-
the woods and lived in isolation from their plies for the war effort and booty from con-
kin. At this time the terms "wood eh0' and quered territories. The island traders
"water elf came into common use maintained their neutrality and sold ship-
between the two. ping services to both sides.
HiStOR? Of tl7C MlNRCmjaO

The humans of Harbortown also car- tinued Corser's work. He consolidated


ried conquered peoples as trade goods, the government under a system of family
slaves desrined for Thyatis. In the next and associate guilds, creating for the first
decade, Minrothians and New Alpha- time the entity known officially as the
tians fought over the slave trading of Minrothad Guilds.
Alphatian sailors. The dispute ended When Verdier died (he disappeared at
only when elves stepped in and forced the sea in the year 700) only a handful of
humans to make peace. But by the end of guild officials knew that this was the work
the fourth century Minroth had once of lerendi assassins hoping to shatter the
again entered the slave trade, much new trade alliance. The effort failed.
against her allies' wishes. During this In the first quarter of the ninth centu-
time, many halflings were brought to ry, Minrothad experienced an influx of
Trader's Isle to serve as slaves to the immigrants. Many craftsmen were
Minroths of Harbortown. attracted to Minrothad because of its
As trade grew, the Minroth humans growing reputation for quality and free-
soon carried most island exports. But the dom of artistic expression.
great benefits of the far-flung Mmrothian In addition, Minrothad traders in
trading network could also be a bane, as Glantri recognized a golden opportunity
was soon evident. In the fourth century and seized it. Dwarves from Rockhome,
the dreaded disease lycanthropy and the migrating to Glantri in search of gold,
curse of vampirism were brought to most found themselves heartily unwelcome.
of the major ports of the continent by The Minrothad Guilds had always been
Minroth ships, although the traders lacking in metal and stoneworking crafts-
blamed it on the Alphatians. men, so traders invited the dwarves to
Lycanthropy and vampirism became a migrate to the islands and join the guilds.
major problem in the human settlements The dwarves agreed. Led by Darkbrow
in the Colony Islands. Elves armed with Hammer, the former Rockhomers settled
silver weapons hunted down the unhu- rocky Fortress Island and were welcomed decades to come.
man creatures in what came to be known into the guilds. They dominate the metal Kitrina was assassinated, leaving her
as the Silver Purge, destroying the Alpha- and stoneworking crafts today. heir, Oran Meditor, too young to take
tian colony in the process and depleting In the middle of the ninth century the over as ruling guild master. In the inter-
the human population. Council of Minrothad was held, a con- im, the council of guild leaders served as
In spite of their depleted numbers, clave of guilds which refined details of regent. Council members used their new-
humans continued to hold halflmg government and guild responsibilities. found clout to line their own pockets,
slaves. Elves secretly trained and support- Among other things, the council severely slackening quality standards on goods
ed a free halfling, Malf Quickhand, who limited immigration to Minrothad, a and raising taxes to burdensome levels.
led a 'rebel' army of halflings to free the reflection of the ever-increasing isolation- Goods produced during that era,
slaves. With halfling-sized tackle special- ism felt by most Minrothaddans, and stamped CGL, are examples of substand-
ly made by the elves, Quickhand and the established the position of ruling guild ard production, for the Minrothad peo-
former slaves took disused human ships master. The council also restructured the ple became demoralized and the quality
and sailed to an island which had been set caste and guild system to incorporate the of their work visibly suffered.
aside for their use by the elves. There the recently developed merchant-prince class Oran Meditor took office at the rela-
elves signed treaty papers with the half- of magic-using sea captain. tively early elvish age of 150 years, as soon
lings, recognizing them as free folk and Kitrina Meditor passed the Isolation as his obligatory craft training in the
welcoming them to the trade federation. Act in 890 AC. The act completely fore- water elf guild was complete. The council
The humans were powerless to protest. bade immigration to Minrothad and cut was unable to protest, but relinquished
Hadric Corser, "The Great Uniter," the number of visitors allowed entrance power reluctantly. Oran soon cleaned
consolidated the remaining humans and to the islands to almost nothing. This was house with a series of unexpected reforms
laid the foundation for a community gov- believed to be the best way to keep the and adroit political maneuvers that have
ernment of the trade federation. On the trading and manufacturing secrets of breathed new life into the Minrothad
old site of the New Alphatia colony he Minrothad safe, but in reality it stopped Guilds. The Isolation Act has been
founded a new capital city of Minrothad. the flow of innovative craftsmen into the rescinded and Minrothad has once again
In the next centuries, the wood elf Gre- guilds and would adversely affect how the thrown its doors open to trade, craftsmen
gus Verdier, "The Second Uniter," con- world viewed the Minrothad Guild for and visitors.

;Vi£mHHHHHKHHraHHHHKHHMMOM^^
Histony of tlje MiNuot?7at>
Histonical SYNOPSIS of tl?e 443 - 445 AC: Expeditions of elves and 890 AC: Ruling guild master Kitrina
MiNROt?7al> isles humans purge Dread Island of all Meditor passes Isolation Act prohibit-
lycanthropes; human population is ing immigration and most visitors to
In this synopsis, BC refers to "before decimated; this time is called The Sil- Minrothad.
crowning" and AC refers to "after crown- ver Purge.
ing" of the first Emperor of Thyatis. 900 AC: North Isle is annexed; the refuge
450 AC: Malf Quickhand leads a halfling colony of Gapton is established.
£000 BC: Planetshift; the Great Rain of slave revolt; newly-freed halflings take
Fire destroys Blackmoor; elvish home Circa 940 AC: All Minrothad trading ves-
ships and migrate to the island they
continent freezes, survivors flee north sels are now captained by merchant-
name Open Isle. princes and carry marines.
to the newly-formed Broken Lands.
475 AC: The forest elf trading port of
2100 BC: Meditor and Verdier elf clans 950 AC: Minrothad signs neutrality pacts
Verdon is founded.
leave Ilsundal's northward migration with most mainland countries.
and settle in southern Karameikos 488 AC: Hadric Corser, The Great Unit-
965 AC: Kitrina Meditor is assassinated;
(GAZ5). er, brings the remaining humans
council of guild Leaders acts as regent
together; founds the city of Minrothad
1700 BC: Cataclysms split land masses until Oran Meditor comes of age.
and lays foundation for an organized
and ocean floods create islands; Medi- trading federation. 980 AC: Lycanthropes are again discov-
tor elves are left on the new-made Isles ered in Minrothad; fear spreads that
of Dread. 500 AC: Conflict between Alphatian and
more may have escaped the Silver
Thyatian empires begins; Minroth
1720 BC: Verdier elves build ships and Purge.
traders maintain neutrality and domi-
join their cousins in the Sea of Dread. nate merchant shipping for both sides. 989 AC: Oran Meditor takes office, insti-
1100 BC: Nithians led by Minroth cofo- tutes reforms.
520 AC: The halfling trading port and
nize the Isle of Dread and found Har- capital city of Open Isle, Malfton, is 991 AC: Oran Meditor rescinds the Isola-
bortown. established. tion Act and opens Minrothad to out-
0 AC: First emperor of Thyatis is side contact.
601 AC: Gregus Verdier, the "Second
crowned; Thyatians do some trading Uniter," is born on Alfeisle; forges for- 995 AC: First assassination attempt on
with Minroth islanders. est elves into unified political and eco- Oran Meditor; Clan Kasan is behind
250 AC: Alphatians found colony of New nomic faction by 646 AC; establishes the attempt and is removed from con-
Alphatia on the Isle of Dread; Alpha- Council of Dread and the Minrothad trol of the water elf guild; Clan Elsan
tian magic is adapted to seafaring Guilds in 691; assassinated in 700 AC. promoted to replace Clan Kasan.
needs. 828 AC: Dwarves migrate from Rock- 998 AC: Second assassination attempt on
276 AC: Human and elf cultures in the home to Glantri in search of gold; Oran Meditor; assassin is believed to
Isles of Dread meet and establish unwelcome, they depart on Guild be a hired wizard from Glantri.
trade. ships to join the craftsmen of the 1000 AC: (Today.) Minrothad celebrates
Minrothad Isles; dwarves settle on For- 150 years of nationhood; Oran Medi-
284 AC: Minrothian and Alphatian cul- tress Island.
tures clash on Dread Island over slave tor makes public appearances to stop
trading issues; elves force the humans 841 AC: The dwarven port of Stronghold rumors of his continued ill health.
to make peace. is established. 1200 AC: Great War between the Repub-
300 AC: The water elf trading port of 850 -862 AC: The Council of Minrothad lic of Darokin and the Master of the
Seahome is established. refines government structure and Desert Nomads (see modules X4, X5,
establishes office of ruling guild mas- and X10).
360 AC: Minroth traders carry slaves for ter; first ruling guild master, Missan
Thyatian Empire; halfling slaves are Meditor, is appointed; severe laws
introduced to the Isles of Dread. restricting immigration are passed.
410 AC: Minroth traders inadvertently 880 AC: Fire Island atoll is declared off
spread the curses of vampirism and limits to all shipping; thieves guild
lycanthropy to the seaside kingdoms. secretly establishes Cove Haven as a
pirate base on this island.
RuliNQ Quill) Masten FactioNs
—A commentary on Oran Meditor by The ruling guild master is assisted in Intrigue and plots are the mechanism
halfling Alf Shadower, guild master, the functions of his office by a cabinet that drives much of Minrothad Guilds
Thieves Guild that he appoints. Although the titles are politics. Here is the current assortment of
"If you deal with the guilds, you deal identical to those that help run each fam- major problems that lurk hidden on the
ily guild, the functions of the cabinet political scene. Even those that seem
with the government. So you'd best
know a bit about the ruling guild master. officers are in some instances remarkably inconsequential can have far-reaching
For he be the government, far more than different. effects in Minrothad.
most guilds care for. First Advisor: Ginol Meditor is Oran
"The council of guild leaders put the Meditor's uncle. This is the ruling guild City of MiNnotljad
ruling guild master in a palace in Minro- master's right hand and deputy and is The first assassination attempt against
thad City; now they be stunned that their heavily relied upon. The fitst advisor acts Oran Meditor failed because the assassin
figurehead be acting like a king. Meditor in the place of the ruling guild master missed his shot, killing the seneschal of
stirred a hornet's nest with his reforms, when the guild master is ill or incapaci- the city of Minrothad instead.
and this last assassination attempt almost tated. Ginol served in this way while Seizing the opportunity to bolster his
done him in. So, what's he done to rile Oran recovered from the last assassina-
power, Meditor appointed the halfling
them so? tion attempt. Hastin Smoothtongue as seneschal, thus
"First, he hurt the family guilds in the First Consort: Astra Meditor is Oran's binding Guild Quickhand closer to him.
pursestrings. As regents before Oran wife. As first consort, she is responsible Kin of Guild Corser have been sene-
came of age they bought substandard for running the palace in the city of schals of the city of Minrothad for over
materials for the guilds to manufacture Minrothad and overseeing all social and
100 years. However, that guild had been
with. They pocketed the difference. many diplomatic functions of the govern- actively plotting against Meditor, who
Between that and raised taxes, they lived ment. She has assumed many of the cer- decided that their outrage at losing the
fat and happy. Then Oran took over, low- emonial functions once served by the office of seneschal could not significantly
ered taxes and made them buy high grade ruling guild mastei when that office was worsen the situation.
more of a figurehead. Meditot was wrong. Guild Corser is set
material.
Master Treasurer: Eliz Blanceer is a
"Second, Oran ousted heads of politi- steadfastly against him and is plotting
cal guilds who were puppets for the fami- human who coordinates all other guild another assassination attempt in conjunc-
treasurers, has complete audit authority, tion with other discontents.
ly guilds—in particular, the masters of all
and controls the tax procedures for
the Mercenary Guild units. He replaced
Minrothad. This is the most fiscally sensi- LycaNtfjnopy
guild masters with people loyal to himself
tive position in the country, and the mas-
instead of the families. Now the military The Lycanthropic Plague of 980 AC
takes oaths to uphold the office of ruling ter treasurer is expected to be highly
trustworthy and beyond reproach. was a resurgence of the old curse of
guild master, and don't even mention Minrothad humans. The council of guild
the guild council! Master of the Ruling Guild Master's
Agents: Truth Greenton oversees the rul- leaders failed to act decisively against the
"Third, Oran is sly enough to parry the outbteak and some even enlisted lycan-
family guilds' hidden ploys. They want- ing guild masters agents. In a family
guild, this would be a small security force thropes as their agents for assassinations.
ed to use the Thieves Guild as a political The were-menace soon grew into a full-
tool against Meditor but he made some which serves as personal security for its
guild master. In the case of the govern- grown plague, with weres appearing on
attractive deals with us. We can see who's all the islands by the year 989-
winning this power struggle. We went ment cabinet, however, the guild mas-
ter's agents are an elite intelligence and In that year Oran Meditor took office
over to the ruling guild mastei and left and sent the Mercenary Guild to deal
them high and dry. security force that protects the ruling
guild master and collects whatever coven with the problem. The greatest threat is
"Now Meditor needs to watch his now past, but weres remain in unexpect-
backside. We help how we can, but seri- intelligence he deems useful for his pur-
poses. ed places.
ous assassination attempts are hard to One of those places is in the city of
counter. Them family guilds don't give Agents under Greenton's authority act
independently of guild heirarchies. Minrothad. The former commander of
up easy." the Home Guard #1, Marden Bailey, is
Adventurers from the continent who find
employment with the government of himself a victim of the curse. Blackmailed
Minrothad are likely to join this contin- by Verdier forest elves, he is head of a
gent in service to the ruling guild master. group of weres who assist in assassination
plots. Bailey plans how to destroy all

f^Wa-Jffl-fl^raHraHHHHHHMHHH^^
QoVGKNMGNt

those who have taken advantage of his


curse. In his human form he works to gain QOVGKNMGNt Deati? IN ti7€
the loyalty of guards in his old unit. EMp]O?M€Nt IN —As told by halfling Ka.be!
Grassroots, journeyman gardener, city
—As Explained by Truth Grcenton, ofMinrothad
Merchant-princes and the Tutorial Master of Agents, ruling guild mas- "I were in the garden, a-pruning
Guild openly support Meditor, even pro- ter's cabinet the hydrangeas, when Guild Master
viding their personal guards and magical Meditor come out to take the air. He
services to him when he recovered from "The only place for nonguild mem-
bers to find employment in Minrothad stopped by the peach tree and sat on
the last assassination attempt. The the stone bench. He were there no few
merchant-princes come from an assort- is with the government, and then only
in special capacities as, say, one of the minutes when the earth roiled and
ment of Minrothad family guilds, but are burst up right in front of him! I
more loyal to their brotherhood of magic- ruling guild master's agents.
I don't accept everyone who googled and near dropped my shears.
users than to their families. "There stood a manlike thing, all
Family guilds resent this, and in their applies, of course, but sometimes I
actively recruit. Like now: there's been made out of dirt and rocks. His ruler-
desire to counter the growing power of ship had this surprised look on his face
the merchant-princes, extraordinary a string of coincidental 'accidents'
around Oran Meditor that make me when it clubbed him and knocked him
measures have been taken. Several clear back offen that bench.
magic-users have been brought into the uncomfortable. Masonry falls from a
building, a balcony collapses, a family "I thought sure he must be kilt. But
country clandestinely to use subtle no, the master were hurt, but alive.
enchantments on behalf of the family pet attacks for no reason and has to be
killed—that sort of thing. Oran and I He half stood and scrambled back,
guilds. Charm spells and similar methods under the trees and around the garde-
are being employed to persuade selected agree the family guilds are up to some-
thing again, and we're looking for nia bush. The thing followed him,
merchant-princes to support their family pushing trees right to the side—and
guilds and nullify Oran Meditor. Most of some special agents to investigate.
I've put out the word on the main- that's when I spied the other man.
these spellcasters come from Glantri and "Looked like Guild Corser, from
are quite good at what they do. Their land through our Thieves Guild and
trading contacts. Right now I'll hire the cheek tatoo, but he'd no business
presence here is highly illegal and as yet in the palace gardens, hey? He stood
unsuspected by the Tutorial Guild. The someone who's not affiliated with
these guilds in any way. We need out- behind the gardenias, staring real hard
last assassination attempt on Meditor was with his hands pointed funny at the
made by one of these hired wizards. siders we can trust, who won't be
swayed by guild politics. dirt-man.
Sure, guilds don't talk to outsiders "The dirt-man were on Meditor
KasaN again, crunching him in his arms. It
about their business. But there's ways
The Kasan were once head of the water around that. We pass foreigners off as dropped him, and the master col-
elf family guild until their assassination 'outland traders' from the continent: lapsed like every bone in his body were
attempt failed. They are now the most when a trader has children born in a snapped. Looked like next tromp,
implacable enemies Oran Meditor has foreign country, they're automatically he'd be crushed. I didn't know what
made. Their activities are spied upon by part of his family guild and can wear to do, but I had to do something. So I
Meditor's agents, but there is one ploy the mark if they want. went screaming out there, running
going completely unobserved. We fix our agents up with any guild right across the lawn, and threw my
The Kasan know that the ruling guild tatoo or insignia that they need, fill shears at the thing's back. Well, this
master is quietly looking for foreigners to 'em in on a cover story, then there's no wizard were so busy, he didn't notice
serve as agents. Kasan representatives are questions asked. Oh, the tatoos are me sooner. But I think my holler
searching for likely mainlanders in order magically applied and so come off lat- spooked him. He gave a start, the dirt-
to buy their loyalties and then have them er without difficulty—never know man froze in mid-stomp, then every-
apply to be agents for the Minrothad gov- when the agent will need to use a dif- thing got crazy.
ernment. These double agents would be ferent guild mark. The tatoos are no "Later they told me it were an earth
used to feed misinformation to the ruling problem. Its finding the right person elemental, and the wizard lost control
guild master, a valuable asset in the world to put them on." of it. That wizard got away and there's
of plot and counterplot. nothing left of the garden, blast him.
"An earth elemental. Imagine that.
And I threw my prunin' shears at it."
CRIMG in ttye Isles
QuilD zied along specific lines. In cities where there is already a strong
Shadower agreed to these proposals. thieves guild, the Minrothad thieves go
Little is known about thieves by the The Minrothad Thieves Guild today is an deep underground. They continue their
average Miniothaddan. Even less is official organization with government activities in a low-key manner, and have
known about the guild to which most sanction, operating along strict guide- become quite adept at evading the local
ptofessional thieves belong. Theii actions lines and rules. thieves. Since death is almost a certain
seldom come to the awareness of the pub- penalty for infringing on another guild's
lic and Minrothaddans are content to territory, Minrothad thieves are very care-
keep it that way. It is unsettling enough ful not to get caught. Only the most
to citizens that their government knows The Thieves Guild is divided into three
experienced guildsmen operate regularly
about the activities of this nefarious associate guilds. Each operates indepen-
in another guild's territory.
guild. dently, reporting directly to the guild
master himself, and has no contact with The Thieves Guild serves as an infor-
mal intelligence network for the govern-
Histony the others. The guild master, Alf Shad-
ment of Minrothad. Although they do
ower, is accountable only to Oran Medi-
Early in Meditor's rule, various family not actively seek out information, as do
tor for the actions of the guild.
guilds hoped to use the Thieves Guild the Blue Eels, thieves constantly stumble
against him. The organization was strictly Master Thief: The master thief is Lerri across gossip and other tidbits that might
clandestine, its existence and connections Cagliari, a middle-aged human woman be of interest in a larger context. This
with pirates known to only a few of the based in Specularum. She took over this news is passed along to the guild master
family guild members. position from Alf Shadower when he in Minrothad; in special instances it may
Through the Thieves Guild, these became guild master. go directly to the local Blue Eel contact.
plotters passed information to the pirates Device: This guild uses the device of
about what Minrothad shipping would the Thieves Guild, described in the
be suitable targets for attack. The pur-
Deaf/7 to "Ctji€V€S
Adventurer's Guide.
pose of this maneuver was to undermine In 965 AC, after the assassination of
Meditor's authority by claiming ineffec- OpenatiONS Ruling Guild Master Kitrina Meditor,
tiveness against pirates. the much-heralded '' Death to
For some time the pirates took these Thieves operate almost exclusively on Thieves" decree was passed.
tips and lived well off the sacrificial ship- the continent, in ports and trade towns The decree mandated an immediate
ping. But Oran Meditor suspected the and wherever else guild business takes trial and death sentence for anyone
family guilds were involved and was not them. They steal to finance the opera- convicted of thievery of a certain
too surprised when he was openly tions of the guild and consider any non- degree or type. The act was a hysterical
approached by the Thieves Guild itself. Minrothad person or business to be fair response to the fact that Meditor's
The guild wanted to strike a deal with game. (Also, more foreigners belong to assassin had been a member of a for-
Meditor. If Oran let them use Minrothad this group than any other Minrothaddan eign thieves guild. Abhorrent of
trading agents as contact points, they guild). thieves and all they represent, Minro-
would develop a network of trade intelli- In suitable places lacking a thieves thaddans heartily endorsed the act.
gence overseas. This would help them guild of their own, the Minrothad thieves The decree is still in effect in the
expand their continental thieving net- dominate the local crime scene. This Minrothad guilds, although it has
work; in exchange the Thieves Guild group has the man-power and the experi- been enforced less and less over the
would not operate within Minrothad ence to come into a town and set up a suc- years. However, if members of the
waters. cessful criminal organization. Not all are Minrothad Thieves Guild are the
Oran was not completely happy with called guilds, and many do not even thieves unlucky enough to be caught,
this offer and was about to turn them know they are really front operations for their trial and execution is speedy so
down when the old guild master died of Minrothad thieves. that they will not have the chance to
natural causes. He took the opportunity Aside from purely money-making ven- reveal sensitive information about
to make a counteroffer to the new guild tures, the actions of these mainland their guild, such as its involvement
master, Alf Shadower. Meditor would thieves serve the purposes of the Minro- with pirates and assassins and the fact
endorse Alf in his office, thus saving a lot thad guilds whenever possible. Mer- that the ruling guild master knows of
of infighting over the position. He would chants and shippers who compete with * this.
also permit the overseas expansion of the the Minrothad guilds are prefered targets
Thieves Guild, as previously proposed. In of opportunity, as are officials and other
exchange, the guild would be reorgan- persons who are not cooperating with
Minrothad trade agents or ambassadors.

If&j^fBfl-Cg-y-S-B-frfl-B-aOM-frWQ-P-OOQiHratHHre
Ciuivie IN tl7C MiNROtljaO isles
Minrothad thieves also serve as recruit- Blue Eels Sensitive Information: When Minro-
ers for the Thieves Guild. Recruiting thad is concerned about a country's mili-
likely young talents and experienced This guild is responsible for finding tary intentions or other highly sensitive
thieves is the first priority of this guild, out things that could affect Minrothad information is sought, Blue Eels are pre-
but their contacts are so wide-spread that business interests and trade concerns. pared to handle that kind of assignment.
they often encounter people who might Since many political actions of a nation If necessary, the spy steals documents, lis-
make suitable Blue Eels or privateers. impact its economy and hence its com- tens to secret conferences, and does what-
This information is passed through chan- merce, the Blue Eels are perforce one of ever is needed to secure the information.
nels and the prospects contacted later by the most extensive spy organizations on This is the most hazardous of all spy
the appropriate party. the continent. ventures, when the Blue Eel must delve
Although this guild has officially There is at least one Blue Eel or one of after information rather than letting it
agreed not to operate in Minrothad, there their foreign agents in place in the gov- come to him. Because of the irreparable
are always individuals who cannot resist ernment or court of almost every nation harm the discovery of a spy would do to
temptation. Their thieving is usually con- that Minrothad trades with. Where this is Minrothad trade ventures, spies are sworn
fined to picking pockets and other rela- not possible, the Minrothad trade agent to kill themselves rather than be captured
tively petty crimes so as not to anger guild is often a Blue Eel. That post keeps the alive. Each Blue Eel carries a small con-
authorities. If they are caught, however, spy in a position to at least observe eco- cealed vial at all times. The vial contains a
they may suffer an inordinate penalty nomic events within a country and make potion concocted of sea snake venom; the
because of the Death to Thieves decree appropriate reports. poison is fast-acting and always fatal.
(see sidebar) which is still in effect in the Blue Eel spies pass along information
Minrothad Isles. on tariffs, taxes, economic development, Recnuited AqeNts
and military and political events. Much
of this information-gathering is mun- Sometimes it is easier for a foreign
CoNtact native to get close to sensitive informa-
dane, but allows the ruling guild master
The Thieves Guild can be contacted to advise Minrothad merchants on effec- tion. Foreigners who work for the Blue
officially through the government of tive trade strategies and tactics. Eels are recruited agents, whether or not
Minrothad. It can be approached unoffi- they realize they are aiding the spy orga-
cially by a discreet word to a guild port Master Spy; Master of this guild is the nization of Minrothad when they under-
agent or factor. The word will be passed dwarf Cass Charmer, a former thief who take a mission. A recruited agent may be
along and a thief will pay a visit to the one single-handedly created the network of as innocuous as a chambermaid, report-
who inquired. Mtnrothad trade agents spies called the Blue Eels. His base of ing who her lord entertains at night; it
serve only as information relays and mid- operations is the city of Minrothad, but might be someone as prominent as a min-
dlemen in legal activities. Cass spends most of his time traveling on ister of government, dissatisfied with his
the continent handling guild affairs. lot and willing to sell information to a
Device: A royal blue eel writhes verti- high bidder. The Blue Eels have almost
cally, holding a balance in its mouth. Five unlimited funding with which to coax
stars form a pattern on the eel's back, a such informers.
subtle reference to the five stars of the rul-
ing guild master's device. Contact
It is impossible to contact the Blue Eels
except through the office of the Thieves
The Blue Eels are the intelligence and Guild. Even then, anyone exhibiting
spy arm of the Minrothad government. knowledge of this spy organization will
While the ruling guild master's agents be the target of immediate suspicion and
collect information on domestic plots, will be shadowed by the very spies he is
the Blue Eels concentrate solely on for- trying to locate.
eign intrigues and plans. All members of
this guild are native-born Minrothad-
dans; many are orphans or other persons
with no strong ties to family guilds. Their
existence is a closely kept secret, known in
Minrothad only to Oran Meditor and his
first advisor, and of course ro the guild
master of the Thieves Guild.
CKJM€ IN 1Sl€S

Pnivateeus alone and may harass only shipping of


companies and nations which compete
Privateers, or pirates, have a tolerated, with Minrothad's cargo trade. They are
semi-legal status in the Minrothad not permitted to kill captives after a vessel
guilds. Their existence is known, but the is taken, but must drop them at the near-
fact that they are part of the Thieves est inhabited land fall or set them free in
Guild is a well-kept secret. Details about boats within sight of inhabited land. The
piracy in the Sea of Dread and Minrothad privateers are expected to supplement the
waters are given under Pirates. Here fol- tiny Minrothaddan navy and assist in the
lowing is simply an overview of privateers effort to keep foreign military vessels and
as associates of the Thieves Guild. poaching fishermen out of Minrothad
Master Privateer: The Master of the Pri- waters.
vateer Guild is the water elf Hamilvar For use in such 'official' encounters,
Kasan. His headquarters and base is Cove privateer captains carry letters of authori-
Harbor on Fire Island. zation from the ruling guild master.
Device: The device of this associate With this exception, privateers carry
guild is a balance with two cutlasses as the nothing to connect them with Minrothad
crossbeams of the balance arm. When during their piratical ventures. If they are
ashore, guild members wear a metal captured, the ruling guild master can know where to locate them if they are
bracelet or anklet with this device on it. claim, truthfully, that he had merely needed.
When at sea, absolutely no insignia authorized some Minrothad captains to When a Black Seal Warrant has been
relating them to the Mintothad guilds is act as auxiliary navy in patrolling the local issued against someone, assassins are
worn, though passwords are issued so waters. often hired to locate the condemned per-
they can identify themselves to key son, no mattet where he is hiding, and
merchant-princes. The traditional pirate Cango execute him. The bounty is given to the
flag bearing a skull and two crossed cut- assassin for the job, minus a small per-
lasses, called the Dread Banner, is used to Privateers sell captured cargos in a vari-
centage for the Thieves Guild's trouble of
identify privateer ships when raiding. ety of mainland ports. They never sell
hiring him in the first place.
such goods in Minrothad, a stricture
Unofficial government purposes also
OpenatioNs intended to keep them out of the public
warrant the hiring of an assassin. Once in
eye and questions out of the minds of
Minrothad privateers once had letters a great while someone in the Minrothad
inquisitive guild merchants.
of marque from the government autho- government wants a political adversary in
Their cargo sales are tacitly assisted by
rizing them to attack and destroy or con- a foreign nation disposed of. This might
the Minrothad trade agent in port. As
fiscate the shipping of nations hostile to be, for example, a minister of trade who
long as items are not contraband or clear-
Minrothad. In the past there was some refuses to exempt guild vessels from an
ly identifiable as someone else's property,
purpose to this, since Thyatian war vessels exclusionary tariff. If the request is passed
the factor does privateers the courtesy of
made forays now and then into the Sea of along by the guild master of the Minro-
asking no questions about the goods. The
Dread. Now, however, the guilds have thad Thieves Guild, an assassin is unoffi-
cargo is accepted into the guild ware-
signed neutrality treaties with most sea- cially hired to take care of the
houses and the trade agent handles the
faring countries. There are no openly hos- troublemaker.
other details of selling.
tile powers for the privateers to attack. Assassins are far and away most com-
This tiny detail has not stopped the monly employed by family guildsmen
Contact and sent to Minrothad to do a politically-
privateers from continuing their bandit-
ry. Called pirates by everyone but them- Minrothad privateers can be contacted motivated assassination. This is not con-
selves, the Privateers Guild preys on any in Cove Harbor on Fire Island, at sea in a doned by the Minrothad Thieves Guild,
likely merchant shipping except Minro- sea encounter, or sometimes selling goods but they and the government are power-
thaddan vessels—and a decade ago were in a mainland port. less to prevent it. Both entities wash their
attacking those as well. hands of the matter completely, although
Since the restructuring of the Thieves Assassins penalties are harsh if the family guild's
Guild, Oran Meditor has tolerated the involvement can be proven.
There is no official Minrothad Guilds
continued existence of the Privateers connection with assassins. Through their
Guild under inflexible conditions. They
mainland contacts, though, many
must leave Minrothad shipping strictly
Thieves Guild masters know assassins and

II
Piuates of tfje MiNROtftab Isles
Pirates of the Minrothad Isles force to supplement the Navy's patrolling JOINING tl}€ pnivateeus
—An overview by Ariana Demenck, capabilities and keep Thyatian naval ves-
human second mate of the Radiant, Pri- sels out of Minrothad waters. For the young squeeg what thinks he —
vateers Guild A number of enterprising captains or she — might tike the pirate life, there be
formed the Privateers Guild specifically ways to find the privateers guild. We be a
"So you be thinking the privateers secret guild, you see, but rumor floats the
might be a spot 'o'fun fet your friends? to accomplish this. Because of Minro-
thad's neutrality agreements, they were air through dockside taverns and a few
I'd say that depends on if they be in the questions there can set a seeker right.
guild ot chased by the guild. But I'll show unable to attack Thyatian shipping in
Thyatian waters, but had free reign in the A sly one puts out the word on the
you around, let you judge fer yourself. docks. Soon one o 'us pays him a visit. Or
"And fer starters, mate, don't keep ocean territory claimed by the Minrothad
Guilds. The privateers built modified a bold one walks into the Thieves Guild
googlin' at me. Minrothad likes female offices in Minrothad and says he wants to
craftsmen fine, but some of them family merchant ships for this purpose. The ves-
sels were longer and narrower of beam, join. The thieves claim not to know us,
guilds be a bit too set on marriage alli- but a privateer mate or captain comes
ances and children. The women what allowing them to move swiftly through
the water while retaining enough hold along in the next week or two and has a
don't cafe fot that life go looking for talk with him.
another. There be plenty of female pir . . space to carry a worthwhile amount of
cargo. As long as there was adequate Trick is, once you 're in, you don 't get
. privateers about, even some captains. out. This be a guild for life, and it be life
And me eyepatch be not so stiange. You wind, the well-armed ships could easily
catch, out-maneuver, and defeat lateen- away from most of Minrothad. We make
see 'em amongst them that fight at sea. that clear to them that apply. If they be
"Now, about this 'pirate' business. rigged Thyatian merchants and even war
galleys. over-fond of family guilds and holidays,
When the guilds were founded, we were they never leave the dock. But them that
busy keeping Thyatians out o'our waters. When Thyatians finally departed Minro-
thad waters, the Privateers Guild did not has promise takes a sail in a private boat.
It weie only natural to create a Privateers And when she pulls aside a privateer
Guild to do that, and there were a proud stop its operations. Beckoned by rich mer-
chant shipping in foreign waters, the priva- ship, they climb aboard as scuppers.
purpose to it.
"When the Thyatians gave up and teers simply removed all marks which A privateer begins his career as an
kept away, that were no reason for the identified them as official Minrothad ves- apprentice, called a scupper. He becomes
guild to disband, now wete it?" sels and began pirating in earnest. an able seaman after two to five years of
The speedier hull developed for priva- training, depending on the individual, and
teering was soon adopted by regular then may progress in technical and petty
Histony Minrothad merchant shipping. When officer specialties if he choses to do so.
Minrothad, with its concentration on this happened, Minrothad pirates could Good petty officers are promoted to officer
merchant shipping, has never developed no longer be identified by their hull ranks. The only exception to this is in the
a large navy. In the early 8th century, the shape alone. As the privateer fleet grew case of clerics and other skilled specialties
guilds relied heavily on their merchant with the addition of captured shipping, it who start out as jourenymen/officers.
was impossible for suspicious mainland- Minrothad privateers should be regard-
ers to say for certain what nation, if any, ed as fighter-class characters who are also
was behind the outbreak of piracy. skilled in sailing. The avetage range of
Minrothad trade suffered under the fighting skill levels are listed along with
Isolation Act of 890 AC, and piracy had guild and equivalent shipboard ranks in
increased many times over by 960 AC. A the Ranks sidebar. The table also gives
decade ago, pirates from lerendi and the number of shares each person receives
Thyatis stepped up their raids on rich by guild regulation when loot and cargo
Minrothad ships. This has been taken as a profit is divided up.
go-ahead by the privateers to pursue for-
eign shipping in kind. RaNks
Piracy has never flourished so greatly
before in the Sea of Dread, with clashes
between pirate vessels occurring with Abbreviations:
increasing frequency on the high seas. SJm Senior Journeyman
Minrothad privateers receive a bounty Jm Journeyman
from the ruling guild master for each for- JJm Junior Journeyman
eign pirate they can prove to have sunk 01 Ap Apprentice
captured.

12
Finales of tl7€ MiNKOt?7at> Isles
First Mate: Executes captain's orders then off he trots to the sailmaker or the
Ship Guild Character and gives sailing directions when captain cook.
Rank Rank Level Shares
is below decks. Often navigates. Not all privateers be sailors proper, but
Captain Master 15-25 + 10 An officer. even the cook's 'prentice spends time in
First Mate SJm 11-15 6 Second Mate: Relays first mate's orders theriggin'. And I make sure they alUearn
Quartermaster SJm 10-13 6 to crew and directly supervises the work. to use a cutlass, while the artful ones and
Ship's Healer SJM 8-15 6 Is in charge of ship's weapons locker, elves use the bow. A sharp-eyed elfin the
Boatswain SJM 9-12 5
Second Mate JM 7-12 5
weapons training, and battle station rigging can't be beat for sniping, and
Chief Boatswain's drills; sometimes navigates. A junior offi- sometimes it saves the fight!
Mate JM 6-9 4 cer. Minrothad privateers and other pirates
Third Mate JJm 3-7 4 Third Mate: This rank is found only on have a variety of skills not covered in the
Sailmaker JM 5-7 4 larger ships (crew of 40 or more) and is D&D® game books. Using the skills rules
Ship's Carpenter JM 5-7 4 the most junior officer position. Third
Ship's Cook JM 1-3 3 described in the Adventurer's Guide, the
mate has nominal authority over the DM may assign appropriate skills from
Helmsman JJm,JM5-10 3 members of one watch but does the same
Watch Chief JJm,JM5-10 3 the list below or allow player characters to
work they do. Is usually chief of a watch chose their own. All privateer characters
Special Positions JJm, JM5-10 3 or is in charge of undesirable details:
Able Seamen JJm 3-7 2 start with Boat Sailing and Ship Sailing.
Scuppers Ap 1-3 1 careening hull, fetching water, shifting (If a character is a water elf of Guild
ballast, etc. Elsan, he already has the Boat Sailing
A similar heirarchy is followed by the Helmsman: Steers ship. Answerable to skill; taking that skill again improves his
Merchant Sailors Guild and the Minro- the officer of the watch (usually the rank- score by +1.)
thad Navy. As in other Minrothad ship- ing officer on deck); reports weather Artillery: (Intelligence). Character
ping, officers do not start as officers, but changes and sea conditions that affect knows how to use catapults or balhstae
must work their way up through the navigation.
aboard ship.
ranks. Captain is the guild equivalent of Boatswain (pronounce bo' sun): Chief Boat Sailing: (Intelligence). Skill
master, and is almost always someone petty officer in charge of the crew and allows character to sail boats (but not
who has risen to his position through special work details that take care of ships).
hard work. ship's boats, rigging, weapons, etc. Cookery: (Intelligence).
The responsibilities of these positions Sometimes takes charge of a single watch Long-Sight: (Intelligence). Character
are described here. and acts as its chief. knows how to scan the ocean in a search
Captain: Decides where to sail, what Chief Boatswain's Mate: This petty pattern designed to reveal things that
targets to attack, how and where to dis- officer carries out the boatswain's orders
would be missed by the untrained eye.
pose of captured ships and cargo. Gives and enforces discipline among the crew. This is learned on the ocean, but works
sailing directions and navigates. Supervises work details and is chief of a anywhere there is a wide vista. He can dif-
Ship's Healer: Heals the sick and cares watch. ferentiate land from the horizon and
for the injured on board, especially after Crew: On an adequately-manned ship, clouds and has good distance vision
sea battles. This ship's officer is usually a crew is divided into three watches of at (improved by practice).
cleric who has left a temple to join the least 10 men each, each working one 8- Navigation: (Intelligence). Character
Privateer's Guild. hour shift on deck. Crew members not on knows how to get from one place to
Quartermaster: Oversees ship's sup- watch perform special detail work or another by the stars and the sun. He can
plies and cargo and the execution of ship sleep. All watches can be turned out at read charts and maps and track his rela-
maintainance specialties. An officer. any time required to handle the ship, as is tive position.
Cook: Keeps track of provisions and necessary during heavy weather or when Rigging: (Intelligence). Character has
feeds the crew. Has one or more appren- maneuvering in battle.
the skills to make, maintain and repair a
tices. vessel's rigging. This includes sailmak-
Sailmaker: Makes and repairs sail. Usu- Skills — ing, rope splicing, arranging blocks and
ally a former member of the Guild Elsan When a scupper joins us, I be the mate tackle, and setting rigging on a boat or
sailmakers. Has one or more apprentices. that watches close, see what he be likely ship.
Ship's Carpenter: In charge of ship for. Be he nimble, I put him topside in Rigging Combat: (Dexterity). Charac-
repairs and construction of barrels and the riggin' soon as he knows a sheet from ter is skilled in fighting from and in a
other needed items. Has one or more a shroud. Have he a sharp eye for dis- ship's rigging. A character who makes
apprentices. tance, I put him on a ballista crew, or this skill roll at the start of a fight has no
mayhap the catapult. Be he nearsighted, penalty to hit for archery or melee combat

^XHHHHHHHHHHHHHHHHMHHHre-tHraK^^
Piuates of tlje MiNnotljab Isles
in the rigging. Failure gives a penalty of and battle can be determined using the Step 2. Adjust movement rates and hull
-3. rules described in the Expert Rulebook, points remaining.
Ship Sailing: (Intelligence). Character pages 43-44; GAZ 4, The Kingdom of Damaged ships move more slowly; suffi-
knows how to sail a ship. This skill does lerendi; or the Sea Machine, described in ciendy damaged ones sink. Keep track of
not give him the ability to navigate it. module Ml, Into the Maelstrom.
damage done and refer to the following
Swimming: (Constitution). If the DM wants to play a ship-to-ship
chart to determine movement. Movement
Ship Carpentry: (Intelligence). Char- encounter in more detail, the following is given in yards per round. The ship sinks if
acter can make common shipboard method can be used. It does not attempt
hull points reach 0, and all but galleys lose
repairs, including to masts and yardarms, to resolve complex ship maneuvers such all headway when three-quarters destroyed.
and can build barrels, boxes, and other as ramming and side-swiping to break The crew figure is the number of crew that
containers. oars or the use of magic, which is handled fight in a boatding action. Deduct any
Vessel Identification: (Intelligence). as necessary by the DM whenever a spell is crewmen slain from that number.
Upon seeing a vessel, the character can cast. Also, it has assigned arbitrary, aver-
judge things about it by her lines, rig- age statistics to ships and crew for ease of Ship Hull Points and Movement
ging, and flags, if any. Use of this skill reference. These numbers can be altered HP/
gives a good idea of the ship's country of by the DM as desired for a particular Vessel MV: Starting 3/4 »/z '/*
origin, its type, armament, and crew encounter. Minrothad
compliment. Step 1. When vessels are in range, con- Pirates HP: 100 75 50 25
(AC 7,
duct artillery fire. Crew 50) MV: 40 30 20 0
RcfeueeiNQ Pinate
ENCOUNtCRS A privateer carries one ballista mount- lerendi Navy* HP: 120 90 60 30
ed at the bow, one in the waist of the (AC 6,
When we come on a likely ship, we ship, and a catapult at the stern. An ene- Crew 75) MV: 20/40 15/30 10/20 5/0
chase her down and board her. Some- my merchant has none or one of these lerendi Pirates HP: 90 68 45 23
times they give up easy. If not, well, we weapons, while naval vessels carry the (AC 7,
do what we have to. Then we take her car- same number or more. The DM decides Crew 40) MV: 50 40 25 0
go, scuttle the ship and put her crew and what armament the enemy ship carries. Thyatian
passengers ashore—or we 're supposed to, Artillery weapons fire once every four Navy HP: 90 68 45 23
anyway, says the guild master. (ACS,
rounds. Characters can use their Artillery Crew 30) MV: 30/50 20/40 10/25 5/0
If the ship looks good, we put a prize skill to determine if individual fire hits
crew aboard instead o'sinkin' her. They the target. NPC crews use these Artillery Thyatian
Pirates HP: 70 53 35 18
take her to Cove Harbor, our hidey place, skills: (AC 7,
and refit her for privateer work. Or, if she Crew 35) MV: 50 40 25 0
don't look quite so good, we sell her in a Minrothad privateers: 16
foreign port. lerendi Navy: 17 Merchants
lerendi pirates: 15 (any) HP: 160 120 80 40
lerendi Navy is something to avoid all (ACS,
the time, though we might try to take a Thyatian Navy and pirates: 15 Crew 20) MV: 40 30 20 0
Other navies: 14
navy ship from a different country. * assumes a large galley, not a war galley
Pirates we always have a tussle with, espe- Merchants (all): 10
cially lerendi pirates. They got the speed, Skill rolls are penalized by + 1 for every Step 3. Determine results of archery.
but we got the weapons. There's more armor class point the target vessel has Privateer battle stations include one
than one o'their ships has been made part below 10. watch of 10 pirates with Rigging Combat
o'the privateer fleet, and the Radiant's A catapult has a range of 150 to 300 skill shooting arrows from the rigging.
one of 'em! yards; a ballista, from 0 to 200 yards. Characters without Rigging Combat skill
Each does 3d6 points of damage. Burning shoot at — 3 to hit. Archers targeting a
The secret of Minrothad pirate success
material from a catapult causes Id6 specific enemy, rather than shooting into
is their use of fast ships and endless train-
points per turn of burning. An Artillery groups of sailors, have an additional —6
ing. Theit ships are faster than most naval
skill check that is 10 points or more below to hit. The DM should apply other modi-
and merchant vessels and the crews drill
the number needed strikes the enemy fiers as desired to teflect range, wind, and
continuously with artillery and melee
weapons so they can prevail in boarding ship below the watetline (if a ballista) or sea conditions.
in the mast or oars (if a catapult), and The average sailor is AC 9, has 10 hit
actions.
A ship that cannot flee a pirate vessel does three times the damage rolled. points, and fights as a 3d-level Fighter.
must fight. The outcome of a sea chase PCs can be allowed to resolve fire individ-
ually. Slain NPCs are deducted from the

14
Piuates of t)7€ MiNuotijao Isles
enemy ship's crew total. For massed NPC
archers shooting from the rigging, the
DM need only roll a Id20. On a result of
15 or greater, the ship which is the
archers' target loses 5 percent of its crew
(round up). Enemy fire at the PC ship is 5
percent likely to strike a PC. If hit, resolve
damage normally.
Step 4. Resolve boarding action.
Within 20 yards, grappling irons can
be thrown to lash ships together and
boarding planks lowered. There is an 80
percent chance that the pursuing ship
successfully grapples and boards the oth-
er. If that roll fails, the ships drift apart.
Five rounds elapse before the pursuer can
close a second time. During that period
the results of maneuvering and addition-
al missile fire are resolved.
Once secured to each other, boarding
action begins. Mass combat can be
resolved with War Machine or Sea
Machine methods. PCs should be
allowed to select individual fights if
desired until the mass melee comes to a
conclusion. Sailors fight with cutlasses
that cause 1-8 points of damage. Sailon's "Cnicks ing more quickly while the downwind
If the crew of the attacking ship loses ship slows. Roll 2dlO; increase one ship's
the fight, they are chased back onto their There be tricks to the trade in the Pri- speed and decrease the othet by the same
own vessel by their enemy unless they can vateer line o'work. Any sailor knows percentage.
cast loose and escape. The winners of the about 'em, but it's how and when you use Raids: A ship's lights are visible for
encountet may do as they please with the 'em that makes you a privateer. miles at night. For this reason, pirate
ship, cargo, and crew they have won. Some of these tips and tricks are used ships on a raid or escaping pursuit some-
for commonplace sailing problems and times run with no lights at night. When
Canqo Sljanes others are for less legitimate purposes. pirates want to acquire at ship at anchor
Cargo values can be set with the system Getting Afloat: A vessel that ran in harbor, a number of them sneak up to
described under Trade in this book. The aground can wait for the tide to turn and the vessel in rowboats, climb aboard,
profit from a sold ship or cargo is divided float it off the obstruction. If the ship got overpower the crew (or try to), and sail
among the crew according to the shares hung up at high tide, it can only be the ship out of the harbor.
each is entitled to (see the Ranks table) refloated by towing. It can be towed by In Port: Pirate crews might pass as mer-
after 30 percent is set aside for the coffers another vessel or it can tow itself by kedg- chant crews in port to sell their catgo.
of the Privateers Guild. Total shares are ing. During kedgmg, a ship's boat rows When selling a captured ship, her sail
summed up and the booty or profit is out with a length of cable and the ship's configuration and rigging is often
divided by that number, giving the value anchor. The anchor is dropped and the changed to alter her lines, an easy identi-
to be paid for each share. cable taken up on the capstan. In this fier among those who know ships. Names
For example, assume a boat crew of way, a ship can winch herself off an and identifying marks are changed as
three pirates and an officer is due a total obstruction. well, and papers are often forged.
of 12 shares between them. If the booty is Sailing: A ship trying to make speed Magic: Dweomers which protect or
worth 120 gp, each share is worth 10. The sometimes has its sails drenched with help ships are highly sought, very expen-
officer, who receives six shares, gets 60 gp water. Wet canvas holds the wind better, sive, and kept very secret. Fire resistance
and the pirates, with two shares apiece, improving speed by 5 to 10 percent. A and wind spells are two of the most popu-
get 20 gp each. ship cutting upwind of another can steal- lar.
MeRcfjaNt-PuiNces of
"If you want to trade with the Minro- of a caste designation and social perqui- • He must have attained master level in
thad Guilds, the merchant-princes hold sites. The merchant-prince is now a rec- one skill relevant to his guild.
the real power. They have the wealth to ognized profession in the Minrothad • He must show a personal income from
back up trade decisions and they're left Guilds, a respected and powerful charac- trading ventures of at least 20,000 gp
alone at sea because of that strange magic ter class at home and abroad. per year for the last four years.
they know." There is a 40 percent chance that an
—Tedor, a Darokin import merchant BecoMJNQ a applicant will be accepted by the Tutorial
"Flamboyant fellows they are, all Guild for merchant-prince training,
puffed up with themselves. So they can A craftsman or ship captain must reach though there is no guarantee that he will
conjure elementals. So can any Glantri master level in his craft and be an experi- master the magic and become a
lord worth the name! But Minrothaddans enced trader before he can apply for merchant-prince. If accepted, the train-
regard them as nobility for their spellcast- training to become a merchant -prince. ing is free, because of the long-term ben-
ingasmuch as their money... Hmm. Per- That training is magical in nature, for efits to the Minrothad Guilds. If refused,
haps they're learning something from us once the mundane experience is an applicant must wait a year to reapply.
after all." acquired, it is the mastery of seafaring The odds of being accepted are modified
—Vinciento de Belcadiz, Glantri magic that turns a master into a by these factors:
Ambassador to Minrothad merchant-prince. + 5 percent for each point of Charisma
Master craftsmen often go on trading The Tutorial Guild's associate Guild of over 14;
voyages with Minrothad ships carrying Instruction oversees the education of + 5 percent per 10,000 gp/year income
goods from their guild. In this way, the aspiring merchant-princes. The master of over the 20,000 gp/year minimum;
master can handle buying and selling in instruction, the water elf Holea Mapseir, + 10 percent for reaching craft master
person when port is reached rather than personally approves applicants for and level in your guild;
relying on the ship captain or the Minro- affirms graduates from this training pro- +10 percent for owning one ship of 60
thad port agent to conduct his business gram. hull points or more;
for him. A player running a Minrothad Guilds + 5 percent for each ship owned in excess
Even more often, ship captains pur- character might wish to become a of one;
chase guild cargos or carry them on con- merchant-prince. This should be possible + 15 percent for sea magic already known
signment and do their own trading in but, as with NPCs, the character must (in the case of a water elf or human
foreign ports. Whether master or ship's first become a successful trader and a magic-user);
captain, these persons represent the master-level guildsman. This could be + 20 percent for holding master rank in
Minrothad Guilds overseas and have the one of the objectives of a campaign , for it more than one guild skill.
buying and selling power to back up their requires quite an investment of time and
trade agreements. much character development. The system Magical 'CRaiNiNQ
These Minrothad master traders came for developing characters through guild
to have much power and influence as ranks is described under Guild Trade. Spell casting is an integral part of the
guild representatives. Too, in Minrothad merchant-prince's repertoire. Because
there is a long tradition of magic used on CljaRacteR ReguiueMCNts — characters of any class can become
shipboard to aid in / / seafaring. Since merchant-princes, characters of any class
Only humans or elves can become can apply for magical training in Minro-
most elvish captains, at least, knew a little
sea or weather magic, the combination of merchant-princes. Most members of this thad.
class are ship captains, but any master- Training is an apprenticeship in magic
merchant skill and spellcasting became
identified as one in the person of the level character who plans on regular sea- which lasts ld4 + 3 years. This education
Minrothad trader. faring can apply. Characters must meet is interrupted whenever the character is
The utility of sea and weather magic these prerequisites and accomplish the absent from Minrothad; if he takes study
could not be denied and as the guilds following things. materials with him and makes a serious
became more powerful, Minrothad cap- • The character must have an Intelli- effort to learn them, he can complete one
tains aspired to its mastery. Spellcasters gence of at least 12 and Dexterity of at month of studies in four months abroad.
who were also master traders and experi- least 9- Three-quarters of this instruction period
enced captains came to represent the • He must have the Bargaining or must be completed in person in Minro-
epitome of guild aspirations. Appraisal skill and have improved it at thad for the character to benefit from it.
Enough captains actually fit this mold least one point over his native Intelli- At the end of his apprenticeship, the
that their class and status are formalized gence score (see Skills in the Adventur- character acquires the Merchant-Prince
in Minrothad with the acknowledgement er's Guide). Magic skill. This skill is used only to

16
of
determine when a character becomes Merchant-Prince Experience Table
capable of casting spells and has nothing Spells by spell level
to do with the success of spellcasting Level XP 1 6
2 3 4 5 7
itself.
The Merchant- Prince Magic skill is 1 0 1
based on Intelligence. A character's skill 2 3,500 2
score must be at least 15 for him to be 3 7,000 2 1
capable of casting these spells. If his score 4 15,000 2 2
is less than 1 5 , it reflects that he has mas- 5 30,000 2 2 1
tered the theory behind this magic but 6 60,000 3 2 2
needs additional study time to put it into 7 120,000 3 2 2 1
practice. 8 225,000 4 3 2 2
A skill below 15 can be improved in the 9 350,000 4 4 3 2
regular manner (see the Adventurer's 10 550,000 5 4 3 2 1
Guide). A character with a Merchant- 11 750,000 6 5 3 3 2
Prince Magic skill of 15 is a 1st level 12 900,000 6 5 4 3 2 1
merchant-prince and can learn and cast 13 1,200,000 7 6 4 4 3 2
spells available to that class. 14 1,400,000 7 6 5 4 3 2 1
15 1,600,000 8 7 5 5 4 3 1
^YT* Pirn PIT r""""irvM 16 1,800,000 8 7 6 5 4 3 2
17 2,000,000 8 8 6 6 5 3 2
The merchant- prince uses a separate 18 2,400,000 8 8 7 6 5 4 3
XP progression table to determine when 19 2,800,000 8 8 7 7 5 4 3
he receives more spells. A player character 20 3,100,000 8 8 8 7 6 5 4
can apply XP to his regular class or apply
them to his merchant-prince magic pro- Many water elves can cast some of these 7. Produce Fire
gression. Elves and humans use the same spells, but only merchant-princes have 8. Rot
table to determine spell casting advance- the full range available to them. Spells 9. Web
ment. Since elves developed much of this marked with (K) are granted to keepers of
magic, they advance as quickly as do Third Level Spells
the Water Elf clan relic (see Secrets of the 1. Call Lightning
humans, which is still somewhat slower Water Elves),
than a magic-user norm. Elves who are 2. Dispel Fog (K)
An asterisk shows that the spell can be 3. Fireball
taught higher spells by Minrothad water cast in its reverse form.
elves can progress beyond the 10th level 4. Lightning
of experience in terms of their merchant- Ficst Level Spells 5. Water Breathing
prince spell-casting abilities. 1. Clear Sight 6. Watery Form (K)
(In effect, a merchant-prince operates in 2. Douse Flame Fourth Level Spells
two character classes at once: his original 3. Faerie Fire 1. Ball Lightning
class and the merchant-prince class. How- 4. Light * 2. Protection From Lightning
ever, he advances at the rate shown on the 5. Locate Sea life (K) 3. Talk to Sea Creatures (K)
Merchant-Prince Experience Table. The 6. Oilskin
4. Transmute Water to Ice
spell progression on this table supercedes 7. Precipitation (K)
that of elves, magic-users, and clerics, 8. Read Magic Fifth Level Spells
though members of those classes have a 9. Resist Cold 1. Control Winds
wider range of spells to choose from.) 10. Sea Legs 2. Summon Sea Creatures
11. Tar 3. Summon Weather
C^e Spells 12. Warp Wood Sixth Level Spells
Second Level Spells 1. Calm Water
Water elves combined their own spells 2. Calm Wind
Careen
with Alphatian magic designed for use at 3. Weather Control
Entangle
sea. This was the basis for the spells and
Nightwatch Seventh Level Spells
magical practices which have since
become the province of merchant- 4. Obscure * (K) 1. Summon Air Elemental
5. Predict Weather (K) 2. Summon Water Elemental
princes.
6. Purify Food and Water *

17
JrtraHKHHraOfetHKMHHKHHJ-U^^^
MeRcl7aNt-PRiNces of MiNROtljaD
Finst Level Spells Duration: 6 turns caught in the effect of his own spell.
Effect: detects one sea creature within 1 Except when used by high level charac-
Cleat Sight ( u u )
mile ters, the principal effect of this spell is to
Range: Touch dampen clothing and sails, film decks
This spell allows the caster to sense the
Duration: 2 rounds per level of caster with water (making footing uncertain),
direction of one known, normal sea crea-
Effect: makes distant spot look close and snuff out fires. The rain turns into
ture or plant. The merchant-prince can-
When this spell is cast, any spot up to obscuring fog of double its normal area
not locate fantastic creatures, plant
one mile distant can be viewed as if it monsters, or intelligent beings. He must when it hits fire magic (such as wall of
were only 10 feet away. The person affect- name the exact type of sea life he seeks. fire). If the weather is below freezing, the
ed by the spell need only pick a spot and The creature or plant gets no Saving rain turns into sleet (between 31 and 33
concentrate his attention on it and the Throw. degrees F) or snow (below 31 degrees F).
image becomes larger. The area viewed is Magical cold (such as ice storm)
Tactics: used to locate schools offish for
a circle up to 70 feet in diameter. food, kelp beds which might be a naviga- applied to the result of the precipitation
Tactics: used to identify distant objects turns it into ice.
tion hazard, and similar things of inter-
at sea. est. Tactics: Snuff fires, wet sails, or ice
opponents' decks and rigging during sea
Douse Flame (M*> Oilskin < M hi action.
Range: 50' Range: touch Read Magic £>'"
Duration: 1 round per level of caster Duration: 2 turns per level
Effect: extinguishes small flames Range: 0'
Effect: keeps precipitation off one person
Duration: 1 turn
When cast, any single nonmagical This spell prevents fog, rain, waves, Effect: allows caster to read magic
flame within 50 feet is snuffed out imme- hail, and other forms of precipitation
diately. The fire can be rekindled but will from touching the person (or small This spell is identical to the 1st level
go out again as long as the spell is in magic-user spell.
object) it is cast upon. Precipitation
effect. Flames that can be extinguished comes within an inch of the person's Resist Cold f A x J t )
by this spell are those the size of lanterns, body, but strikes an invisible barrier and
Range: 0'
torches, campfires, braziers, and so on. does not penetrate to the clothes or skin.
Tactics: Used to put out shipboard fires
Duration: 6 turns
The spell is also effective against wetting
such as those ignited by flaming arrows or Effect: all creatures within 30'
by waves. The barrier does not effect any
to extinguish fires on an enemy ship (lan- kind of missile or other object, only the This spell is identical to the clerical
terns, burning arrows, etc). above-stated items. spell of the same name.
Faerie Fire (AfA-J A person under this spell can see more Tactics: Inures crew to bad weather
clearly than most in driving rain because when fighting winter storms.
Range: 60' none gets into his eyes. If struck by a
Duration: 1 round per level of caster Sea Legs (AH-)
wave, he remains dry, but if immersed in
Effect: illuminates creatures or object the ocean the mass of water is sufficient to Range: Touch
overcome the barrier and he will become Duration: 1 hour per level
This spell is identical to the Druid spell
of the same name. wet. Once out of the ocean, however, the Effect: stops seasickness and gives
Tactics: illuminates opponents or ship- spell will still work against precipitation. improved balance on deck
board items (rigging, yardarms, etc.) in Tactics: Used to protect crew suddenly This spell stops the effects of oncoming
night action. turned topside in bad weather if they or actual seasickness in the person it is cast
have no protective gear or if it is already upon. If unable to do so before, that per-
light * IAU-; soaked from waves and weather. son also gains the ability to balance and
Range: 120' Precipitation {WW) maneuver easily even on a violently heav-
Duration: 6 turns + 1 turn per level of ing deck, just as the most experienced
caster Range: 10' per level sailor would do. At DM's discretion, a
Effect: 30' diameter sphere of light Duration: 1 round per level person under the effects of this spell need
Effect: creates light rain in 30' + 10' per not make Dexterity checks for shipboard
This spell is identical to the first level level diameter
magic-user spell. actions in stormy weather that could easi-
This spell takes the water vapor in the ly be done in calm weather.
Locate Sea Life t> ^ area of effect and turns it into a light rain. This spell can be reversed, also, in
Range: 0 (Merchant-prince only) Note that a low level merchant-prince is which case the target of the spell must

H^O-y-tHHra-Q-U-M-MHHHHH^^
MencljaNt-PniNces of MiNROtl?aC)
make a Dexterity check at the beginning SecoNO Level Spells
of every round when he moves or attacks. Careen A't
Failure means the character falls down.
Another Dexterity check is required to Range: 30'
stand up. Duration: permanent
Tactics: Used to help new seamen when Effect: removes barnacles and sea growths
their healthy services are urgently need- from the hull of a ship
ed, as during a sea battle, and to aid At least once a year or every 10,000
selected passengers so they can function miles of travel (whichever comes first), a
adequately. ship's hull must be scraped clean of sea
Tar All- growths which hinder its speed in the
water. This spell accomplishes that chore
Range: 30' magically, affecting a 20'x20' area of hull.
Duration: permanent
Careen is also used offensively,
Effect: coats item with tar although that was not its original intent.
When this spell is cast, a specified item When cast on a person, a saving throw is
is tarred. Tar weatherizes ropes on ship- allowed. If it fails, the victim is scraped
board and caulks the planks of a ship. and abraded by the magical force, inflict-
This spell produces enough tar to coat a ing Id8 points of damage plus 1 point per perceives a dark scene as if it were day-
50' length of rope or to caulk a 5' x 10' level of the spell caster. light. This enhanced vision is only effec-
section of planking on a ship. The tar is tive outdoors. The spell can be cast no
Entangle A Ur more than two hours before sunset; the
normal in all respects and ignites easily if
it comes in contact with flame. An appli- Range: 30' duration of the effect is from nightfall
cation of turpentine is required to temove Dotation: 1 round per level until sunrise.
it. Effect: controls ropes During that period, the fecipient can
Tactics: A common shipboard utility see details clearly and maneuver as if in
This allows the merchant-prince to use daylight, even though it is night. He suf-
spell, this is also used as an offensive nui- any ropelike object of organic material
sance by casting it on the hands, feet fers no penalties fof darkness when fight-
(vine, hemp, etc.—anything that was or ing.
and/of face of enemy sailors. One oppo- is alive) to behave as he or she orders.
nent can be tarred per spell. Objects are clearly discernible up to
Unlike the elvish entangle spell (GAZ5), 200 feet away but beyond that things are
Warp Wood Alt this is designed for ropes common on fogged by a gray haze where the spell
shipboard. The spell affects a 20-foot effect expires. The person affected by this
Range: 240'
length of rope up to 1.5 inches in diame- spell is unable to see even a brightly-lit
Duration: permanent
ter, plus 5 feet per level of caster. The object, such as a burning ship, that is fur-
Effect: causes wooden items to bend commands given under an entangle spell ther away than 200 feet.
This spell is identical to the 1st level include: coil (form a neat stack), coil and Tactics: Usually cast on a night watch-
druid spell except that it also affects ship- knot, loop, loop and knot, tie and knot, man so that he has a clear view of things
board items of wood as well as weapons. and the feverses of all the above. The type immediately on and around the ship.
One belaying pin can be warped for every of knot is any sailors' knot mentally pic- Such a watchman also has a partner with
four levels of the spellcaster; the arm of a tured by the spell caster. The rope must normal sight who can see beyond the 200-
catapult or one small yardarm requires be within 1 foot of any object it is to coil foot limit.
eight levels; a medium yardarm 16 levels, around or tie up.
a rudder or large yardarm 20, and a mast Tactics: used on enemy ships to col- Obscure * A J t
or keel can only be warped by a spellcaster lapse sails, foul rigging, and ensnare sail- Range: 0 (merchant-prince only)
of 25th level or greater. A warped keel ors. Duration: 1 turn per level of the caster
makes a ship spring leaks and reduces its Nightwatch A11 Effect: creates a huge misty cloud
speed to one-third normal.
Tactics: Used to affect sailing of artil- Range: touch This spell is identical to the 2d level
lery capabilities of an enemy vessel. Duration: special druid spell. The reverse form, reveal,
Effect: allows one to see things at night as clears real fog away. Magical fog is not
if it were day affected.
Tactics: Helps hide a ship when evad-
The person on whom this spell is cast ing pursuit or conceals its approach. Most
MeRctjaNt-PniNces of MiNROtl7at>
often used in the Sea of Dread where fog sails, ropes, and masts or yardarms affect-
and mist are common. ed by this spell are likely to give way in
the next strong wind. A sail in a full wind
Predict Weather PW
that rots is blown out and ripped at the
Range: 0 (merchant-prince only) weakened spot and the entire sail is made
Duration: 12 hours useless.
Effect: gives knowledge of coming weath- Tactics: Used to disable sailing rigging
er on enemy ship.
This spell is identical to the 1st level Web
druid spell. In addition, if cast when a
Range: 50'
ship is becalmed, this spell gives knowl-
Duration: 1 turn per level of caster
edge of what direction the next winds are
Effect: creates a web of sticky sttands
coming from and approximately how
long before they arrive. Except as noted above, this is identical
to the 2d level magic-user spell.
Purify Food and Water Alt
Tactics: Used in boarding actions to
Range: 10' foul enemy ship and sailors. If cast into a
Duration: Permanent ship's rigging, any change of heading or
Effect: Makes food and water safe to con- speed requires a Sailing check with a + 1 Fire Ball Ivec
sume penalty for each web spell. Range: 240'
Identical to the 1st level clerical spell. Duration: instantaneous
The reverse form, spoil food and water, t77/KO Level Spelts Effect: explosion in a 40'-diameter sphere
ruins food. Call Lightning All- This spell is identical to the 3d level
Tactics: Used on ships' stores if and magic-user spell.
Range: 360'
when necessary, especially on long voy- Tactics: Used in sea combat only when
Duration: 1 turn per level of caster
ages. The reverse is used at times on the an enemy ship is intended to be
Effect: calls lightning bolts from storm
food supply of enemy vessels or camps in destroyed, not captured.
covert operations. This spell is identical to the 3d level
druid spell. Lightning
Produce Fire Wb
Tactics: Used offensively in shipboard Range: 180'
Range: 0 {Merchant-prince only) combat. Duration: instantaneous
Duration: 2 turns per level Effect: lightning bolt 60' long, 5' wide
Dispel Fog WV
Effect: creats fire in hand
Range: 20' per level of caster This spell is identical to the 3d level
This spell is identical to the 2d level magic-usei spell.
Duration: permanent
druid spell. Tactics: Used to destroy selected pans
Effect: removes fog from area
Tactics: Used offensively in shipboard of a ship.
combat. This spell eliminates normal and magi-
cal fog from a spherical area with the Water Breathing MK
Rot A'te diameter indicated by the spell's range. Range: 30'
Range: 360' Only fog and mist is affected, not bodies Duration: 1 hour per level of caster
Duration: 1 round/level of water, rain, or other precipitation. The Effect: allows person to breathe underwa-
Effect: causes wood, leather and cloth to fog dispelled is gone permanently, but ter
rot and break the empty volume may be filled in again
This spell permits one person to
This spell is cast on a single item chosen by new fog if there is a sufficient quantity
breathe under water at any depth. It does
by the spellcaster. The designated materi- in the area. However, a dispelled area
not affect movement in any way nor does
al (wood, leather or cloth) then begins to stays clear for one turn per level of the
it interfere with the breathing of air.
rot and decay. The spell affects 1 foot of caster regardless of other conditions.
rope or leather pet level, or 1 square foot Tactics: Used to avoid navigation haz- Watery Form K\V
of cloth, or 3 cubic inches of wood. ards and locate hidden vessels, and to Range: 0 (merchant-prince only)
An item may not completely decay, counter magical fogs such as those caused Duration: 1 turn per level
but enough damage is often done that by obscure spells. Effect: gives caster a watery form
the item becomes useless. In particular,

20

ft*W«HHMMHHHHHHraHHHraraHfQii^
*Cl)e MeRCljaNt-PKiNces of MiNROtfjao
When affected by this spell, the caster Protection from Lightning A^j Summon Sea Creatures ^"rv-J
and anything he wears turns into what
Range: touch Range: 360'
appears to be a puddle of water. This Duration: 1 turn per level of caster Duration: 3 turns
form cannot be absorbed or divided into Effect: protects against electrical attack Effect: calls and befriends normal sea
smaller parts. It has the same hit points
This spell is identical to the 4th level creatures
and strength of the spellcaster and moves
at one-third his movement rate on land or druid speli. This spell works as the 4th level druid
in the water. Tactics: Cast onto a ship if magically- spell except that only normal sea crea-
While in this form, the spellcaster produced lightning might be used tures are summoned to the spellcaster.
blends undetectably with a body of against the vessel. Water elves never use this spell while fish-
water, wet spots on deck, and so on. The Talk to Sea Creatures 5 .w ing or harpooning for food.
form does not drown in water and can Tactics: Used to gain information
swim at any depth the spellcaster chooses. Range: 30' about local waters or ships.
If desired, the form can flow out of the Duration: 2 rounds per level of caster
Effect: caster can communicate with sea Summon Weather *
ocean, up the side of a ship, and onto
deck. This is as exhausting to the spell- creatures Range: 5 miles or more
caster as if he had climbed that distance Under this spell the caster can talk with Duration: 6 turns per level
in his regular shape. Effect: brings weather to merchant-
and understand the language of any ani-
If the form is attacked it remains in one mal, fish, or shellfish of the sea. The spell prince's area
piece but the spellcaster suffers damage. does not bring any creature to the caster, This spell is identical to the 6th level
Weapons inflict normal damage and oth- though: the creature must alteady be druid spell. The reverse form dispels
er objects injure as determined by the near the caster. stormy weather within the area of effect:
DM. Tactics: Useful for learning informa- dispersing clouds, ceasing rain, etc. The
Tactics: This spell is excellent for con- tion about local waters or events. spellcaster can select the type of weather
cealment or for approaching a target he wants (refer to Weather Conditions
unseen. Transmute Water to Ice* Alt
under Sailing Rules).
Range: 160' Tactics: Often used in conjunction with
Level Spells Duration: 1 turn per level of caster predict weather spell.
Ball Lightning Effect: freezes water to ice
Both sea water and fresh water are Sixty Level Spells
Range: 180'
Duration: 1 round per level of caster affected by this spell, which freezes 10 Calm Water All-
Effect: one or more balls of lightning cubic feet of water per level of the castet.
A I6th-level merchant-prince can freeze Range: 360 yards
This spell creates one ball of lightning enough water to bind a 50-foot-long ves- Duration: 1 turn per level of caster
for every five levels of the caster. Each ball sel in ice. The reverse, ice to water, is per- Effect: calms ocean and inland waters
can be sent to a different target. A ball of manent unless the natural temperature is
lightning flies through the air to strike its cold enough to refreeze the water.
target. Once there, it moves rapidly (120 Tactics: Used to block inland waterways
feet per round) along surfaces in random with ice or render a vessel icebound.
directions: up masts, along the deck,
down stairwells, etc. A ball of lightning Level Spelts
inflicts one point of damage per level of
the spell caster each time it touches a liv- Control Winds Mr-
ing object. There is a 10 percent chance Range: 10' radius per level of caster
that each ball will come to rest in a certain Duration: 1 turn per level of caster
spot, such as the top of a mast or the end Effect: calms or increases winds
of a yardarm. If so, it starts a small fire in
that place on a roll of 1 or 2 on Id6. This spell is identical to the 5th level
Tactics: Creates a nuisance and has druid spell.
some offensive value when it doesn't Tactics: Used to aid maneuvering in
matter if the ship catches fire. combat or to avoid sea hazards. Does not
last long enough to be used on long jour-
neys nor to affect travel times.
(
Cl7€ Of MiNROtl)at>

This spell reduces wave action in the area Weather Control


of effect to the equivalent of calm seas opened, a magical wind escapes that
Range: 0 (merchant-prince only) does one of three things.
(see Weather Conditions under Sailing
Duration: concentration A fair breeze blows a steady wind in
Rules). Chop, whitecaps, and violent Effect: all weather within 240 yards
storm waves are eliminated, although the direction the user wants to travel,
there might be a noticeable swell in the This spell is identical to the 6th level lasting until his journey is complete.
calm water if the sea itself is storm-tossed. magic-user spell. This wind improves the vessel's move-
The reverse creates waves in the specified ment rate by 10 to 60 percent for the
area that are up to 1 foot tall per level of Level Spells duration of the voyage. A contrary
the caster. A 20th level merchant-prince, wind decreases movement by the same
Summon Air Elemental (-S-<--<vJ amount, blowing in the opposite
for example, can create 20-foot waves.
Tactics: Used when ships are damaged Range: 240' direction from whatever the ship's
and some respite from weather is needed. Duration: 6 turns heading might be. It Jasts until the
The reverse is used to aggravate the prob- Effect: summons one 16 HD elemental user puts ashore and waits one week to
lem for a damaged ship. Movement rates continue his voyage.
This spell is identical to the 7th level Finally, the pouch may contain a
are affected as explained under Sailing druid spell, but summons only an air ele-
Rules. storm wind that immediately sur-
mental. rounds the user and his vessel with
Calm Wind &1V Tactics: Used to help or hinder a ves- gale force winds and stormy weather
sel's sailing. lasting ld6 hours (treat as a hurricane
Range: 360 yards
Duration: 1 turn per level of caster Summon Water Elemental Qs —""-; for weather effects, as explained under
Effect: calms winds Sailing Rules). The content of the
Range: 240'
pouch is determined when it is made.
The spell creates an "eye of the storm" Duration: 6 turns
A pouch that is found has randomly-
effect, reducing even gale-force winds to Effect: summons one 16 HD elemental determined contents.
a breeze within the area of effect. Ocean This spell is identical to the 7th level
waves are unaffected by this spell, and druid spell, but summons only a water Flask of Vapon -
storm-tossed waters will continue to bat- elemental.
ter a ship even though the wind has This looks like a simple, stoppered
Tactics: Used when the spellcaster
ceased. The spell has no effect on fog and brass flask. When opened, fog pours
wants to effect local water conditions or
precipitation, only on the wind that out until the flask is sealed once more.
move a vessel in the water. Water elemen-
accompanies it. The flask creates a disk of fog that is
tals have been used to help ships escape
Tactics: Used for respite from storms or 100 feet across and 10 feet high (the
from whirlpools, for instance.
to steal the wind from another ship. same as an obscure spell cast at 10th
level). Once that volume is filled, the
flask stops emitting fog, but if wind or
magic clears the mist away, the flask
Magical once again pours forth vapor until the
total possible volume of area is
There are some rare items encoun-
obscured.
tered in Mmrothad and on guild ships
that have been enchanted with
OiJ
merchant-prince sea or weather magic.
They are sometimes given as gifts to This is a one-pint flask of oil. When
friendly traders and foreign sea cap- the enchanted oil is poured onto
tains, but are hardly ever for sale. water, it stops violent seas and reduces
wave action around one ship to the
POUCl) Of equivalent of calm water. The effect
lasts for one hour. Oil of stillness calms
This looks like an ordinary leather
normal waves as well as magically-
pouch, tied tightly shut and bulging
agitated water.
at the seams with its contents. It
weighs no more than the leather it is
made of, for the pouch contains
enchanted air. Once the pouch is

22
Quilt)
—Some observations by Zcno Ironfist, fou Hiue MOVINQ Up IN tl7€
dwarf apprentice smith, Guild Hammer
Roughly half of the cargo carried by
"Thought I'd travel to Rockhome and guild ships is transported for hire. That The guild system assumes that a
see where my grandfa' come from. But is, a merchant (whether guild or other- character starts out as an apprentice.
I'm a 'prentice with no skill to trade for wise) pays the guild captain to ship his After two to seven years, he demon-
passage. So I stowed aboard the Egret the goods to a specific port. Minrothad strates skill in his craft and becomes a
night they finished loading Guild Ham- Guilds merchants pay only 40 percent of journeyman. When a journeyman
mer swords. the ptice charged to other tradets. A vari- shows mastery of his craft, he becomes
"I got caught when we were right out- able amount is charged, based on the vol- a master. This can take as little as one
side of Vorloi harbor. Captain Elsan lec- ume, weight, and value of goods carried. year, or the journeyman might work at
tured me in his cabin, but forgot me Shipping fees are reasonable and compet- it all his life.
quick when we made port. Customs itive with the rates charged by other mer- Here is a simple system for rating
inspectors come aboard, the guild port chant freightets. NPC skill mastery and guild rank. It
agent followed them, and three buyers Many guild ships specialize in the can also be used to gauge approxi-
for nobles come right behind. transport for hire trade, especially those mately where Minrothad PCs might
"I hunkered quiet in the corner and ships run by junior captains. The Mer- fall in the guild heirarchy. If used for
took k all in. What a whirl! They shouted chant Sailors Guild takes 60 percent of PCs, the DM should adjust ages to
bids and counterbids, talked percentages the shipping fee paid and the remainder reflect time spent in the guild system.
and discounts and freight costs and ware- goes to the ship's crew as shares. First, determine what guild the
house fees—and I crept out when they Although it makes money with little risk, character belongs to. Select one skill
started wavin' letters o'credit. They this is the least profitable type of guild which will be his craft specialty (skills
weren't even dealing in good, hard coin. trade for a captain and crew. are given under Races and Guilds in
That tradin' business is enough to give an Transport runs usually follow a predict- the Adventurer's Guide). Find the
honest dwarf a headache." able schedule, and those that cross the character's Ability score with the cho-
high seas and shipping lanes regularly are sen skill. That Ability score corres-
International trading is a complex ponds with his guild rank according to
affair. The basic steps are simple but the often bothered by pirates. A typical
transport run might follow this sort of the following table.
variations that have developed are too
many to detail here. Nevertheless, it is pattern: take bricks from Fortress Island Guild Guild Typical
possible to give an overview of the trading to Minrothad; exchange bricks for dyed Rank Skill Caste
procedures followed by the Minrothad cloth and lumber to be carried to Vorloi;
Guilds. offload goods and pick up iron for Ap 7-9 1
dwarves on Fortress Island. JJm 10-12 2
Basic 'Cnafce Jm 13-14 2
CONSiQNMGNt TTRaOG - SJm 15-16 3
Guild ships ciewed by the Metchant M 17 4
Sailor's Guild leave Minrothad with guild About 20 percent of the business done CM 4
18
cargos for foreign ports. At their destina- by guild ships is carrying guild goods on GM 18-19 6
tions, the cargos are sold or traded for consignment. In this semi-speculative
other goods. The ships return to Minro- venture, a captain takes a cargo to a mar- Abbreviations: Ap = Apprentice;JJm
thad or sail to other ports where cargos ket suggested or prefered by the owner of = Junior Journeyman; Jm = Journey-
not destined for the guilds can be sold. the cargo. The port is usually a place man; SJm = Senior Journeyman; M
Captain and crew are more often paid where this type of cargo has done well = Master; CM = Craft Master, mean-
in shares than in wages for their work. before. There, the captain or the guild's ing head craftsman of his skill in his
The share system is explained under representative sells the cargo for the best guild; GM = Guildmaster.
Pirates of Minrothad. A ship's owner, possible price. Anywhere from 10 to 40 An NPC guildsman rolls Id20 and
whether guild or individual, takes a cut percent of that amount is retained by the compares the result to his Intelligence
off the top before the shares are calcu- ship, with the remainder of the profit score once every five game years. If the
lated. (Individuals may own ships, but paid to the cargo's owner when the ship roll is equal to or less than his score, he
they are crewed by guild members and returns to Minrothad. gains another Skill choice, which can
the Merchant Sailors Guild still takes a be used to improve existing skills as
percentage of profits.) described in the Adventurer's Guide.
Quiio
the shipping carried by Minrothad ships
This table is meant to be only a gen- is speculative cargo bought and sold by How tedious, to live in one place so
eral guideline to the relationship captains on behalf of themselves and long! His life consists of nothing but
between craft skill and guild rank. their shipping guild. paperwork. Shipping manifests, cara-
NPC age can be adjusted as needed to Speculative cargos are the riskiest kind van schedules, drafts for funds, special
reflect rank. For example, someone to carry. There is a good chance that orders from merchants who want
with an Ability score of 17 is a master, money will be lost on the deal. There is Minrothad goods. And the paperwork
and will be much older than a begin- also a good chance of making excellent doesn't stay with the factor, of course.
ning apprentice. Alternatively, if the returns on the money invested, and that He has to share it. Usually with a cap-
DM decides the NPC must be a certain is why the fortunes of most merchant- tain who has better things to do with
rank and his score does not suit it, princes have been founded on clever his time.
adjust the score as needed to reflect speculative trade. The Merchant Sailors "True, a factor can help sell a cargo,
training and advancement in the craft. Guild takes only 20 percent of the profit, or find one to ship. Even if you don't
Remember, too, that not all qualified and the rest belongs solely to the captain want to ship it. He can demand you
craftsmen are promoted as they and crew. take aboard the latest batch of pickled
deserve. It is entirely possible to have a Transport for hire has made the Minro- hogsfeet and carry them to Vestland,
junior journeymen with an Ability thad Guilds famous, but speculative and there's nothing you can do about
score of 17 in his specialty. trade has made guildsmen rich. Clever it. If you don't have a prior commit-
traders keep aware of these things before, ment, off you go with hogsfeet to Ves-
There is some risk in this type of ven- during, and after a trade: tland. Bah!
ture, but the Merchant Sailors Guild "At least they know their ware-
• The farther away goods are sold from houses fairly well. Things are stored
takes only 30 percent of the ship's profit, their port of origin, the more they are
and a good trade can put a large sum of there while awaiting shipment, or
usually worth because they are rare. until a slugabed merchant decides to
money in the pockets of captain and • Avoid ports that trade heavily in the
crew. Too, once the consigned goods are pick them up, or until customs clears
same goods as those being carried. them . . . all kinds of reasons. But the
sold, there is empty hold space for the They will bring a low price or lose
captain to fill. If the guild port agent has warehouses are a wonderful place to
money. browse, and the factor is the one who
goods which must move somewhere, the • Listen for events that affect trade. Wars
captain is obligated to take them. If not, can show you around. A lot of sales are
drive the price of goods up; famine made directly out of the warehouse—
he may fill free hold space with specula- makes cheap grain a costly food
tive cargo or transport cargo for hire. If a of bulk goods, that is, and only
import. customs-cleared.
profit is made on the former, it belongs • Know the political climate befote port
solely to him and his crew. "I will admit, though, that there
is made. Some places charge prohibi- are three things a factor is good for.
On a typical consignment venture, a tive tariffs; others have customs agents
ship might carry Guild Quickhand pot- One is cash for operating expenses.
who like to issue fines or turn away Another is help with bothersome port
tery to Thyatis. After the pottery is sold, ships of a certain nationality.
the ship is hited to carry Thyatian olive oil authorities. The third is waterfront
• Know the local customs. lerendi port news and trade information. Taxes,
to Specularum. The captain fills out authorities can't be bribed and arrest
what's left of the hold space with a specu- quarantines, cheap goods, outbreaks
those who try. Thyatians expect to be of war—they're up on it all. They even
lative cargo of local wine. The olive oil is bribed, and won't clear a ship until know which sailor got drunk and
delivered to the Thyatian port agent in they are.
Specularum and the wine sold for a profit drowned in a puddle last week.
which remains with the ship's crew. "Yes, they're usually there when
When the ship finally returns to Minro- Port you need them. Though I don't much
thad, the captain pays the Quickhand AqeNts care for their paperwork or their hogs-
Pottery Guild the profit from the sale of feet."
—Comments by Cpt. Satoso Elsan,
their cargo, minus the consignment fee. merchant-prince, the Egret
Speculative Caitqo "Some call them port agents, some
call them factors. I call them bother-
Whenever a captain buys cargo of his some.
own choice and sells it someplace he "A factor is the Minrothad Guilds
thinks it will make a profit, he is engag- representative in a foreign port or city.
ing in speculative trade. Thirty percent of

24

i'XjWtHHHHHHHHHHHHHHHHHKHJatHH^^^
Quilt)
Quilt) Sljips narrow of beam than any other merchant
MiNKOtl7at> Navy vessel constructed today. The extra length
The statistics given for merchant ships gives it great speed and compensates for the
With so much attention focused on under Pirates of Minrothad are those
the trading capabilities of the Minro- hold space lost with the narrower beam.
which might be encountered in an average There is an increasing trend to build these
thad Guilds, little is said about the merchant vessel. Minrothad Guilds mer-
Minrothad Navy. The Navy is a small vessels latger and larger, but they do not yet
chantmen, however, are better built than match the Harbortown trader for size and
force, intended primarily for coastal those of most nations. Today there are
patrol and protection of Minrothad's cargo capacity. Thirty percent of Guild
three types of guild vessels which com- ships are Minroth clippers.
fishing banks. It seldom leaves local monly ply the waters of the Known World.
waters and is not considered to be a Minroth clippers are used primarily in
Harbortown Trader: The Harbortown speculative trade which takes vessels away
serious naval threat by foreign coun- trader is a heavy cargo vessel most often
tries. from the regular sea lanes. They carry three
used on scheduled routes and transport- or four slim masts, and almost always have
In the past the Minrothad Navy has for-hire runs. The ship is built to maxi-
served a useful purpose by discourag- one or two pieces of artillery mounted fore,
mize cargo space, with extra clearance in aft, or in the waist. They are less stable than
ing colonial powers, such as Thyatis, the cargo holds and wider hatches than
from extending into Minrothaddan the Harbortown trader in rough weather
normal in the upper deck. Traders are pre- and an experienced crew is essential even
territory. The Navy has seldom had to fered for the transportation of bulk cargos
confront foreign vessels with force of for commonplace maneuvers. These ships
such as timber and grain. Fifty percent of are occasionally refitted and used by priva-
arms, since the treacherous Minrothad Minrothad ships are Harbortown traders.
waters are sufficient to discourage teers because of their speed.
The two-masted version of this vessel Seaborne Schooner: The Seahome
most intruders. These naval ships moves as swiftly as a common large cargo
ignore the Privateers Guild unless they schooner is a smaller ship than the common
ship, while the three-masted version is even cargo vessels of the Minrothad Guilds. It is
stumble upon privateers attacking or speedier. It is found either without artillery
looting another vessel. used primarily in coastal waters and on
or with one piece mounted in the bow or short cargo runs; it is also quite populat
The Minrothad Navy consists of 10 stem. It is stable in tough weather but
ships, each armed with two catapults with the Privateers Guild and the Minro-
requires an experienced crew for optimum thad Navy. Twenty percent of Minrothad
and one ballista. Each is AC 7, with performance. The Harbortown tradet is
100 hull points, a crew of 15 sailors ships are Seahome schooners.
ideally suited for long-distance voyages. The Seahome Schooner is a fore-and-aft
and 30 marines. The ships move 120 When speed is not the overwhelming con-
feet/round or 72 miles/day. They are rigged vessel, the newest innovation in
sideration, this is the ship most often seen water elf ship design. The two-masted
crewed by marines of the Mercenary far from the Minrothad Isles.
Guild, and by sailors of the Naval design is exceptionally fast for its size. The
Minroth Clipper: The Minroth clipper schooners used by the privateers and the
Associate Guild of the Merchant Sail- is a small cargo ship, the latest refinement
ors Guild. Navy accomodate one, two, or three pieces
in the square-rigged, water-elf-built ves- of deck artillery.
sels produced by the Minrothad Guilds.
This ship is longer in the keel and more
Sl7ip CONSTRUCTION
Harbortown Harbortown Minroth Minroth Ship construction costs and times given
Trader, Trader, Seahome dipper, clipper, in the table below are for ships ordered
Type: 2 masts 3 masts Schooner 3 masts 4 masts
AC 7 7 8 7 7
and built in Minrothad Guilds shipyards.
HP 170 170 80 100 100 The guilds build ships only for guild
Speed: feet/rod 120 140 140 120 160 members. However, their vessels are some-
miles/day 72 84 84 72 100 times for sale in foreign ports, usually a
Arty 0-1(1) 0-1(1) 1-3 1-2(1) 1-2(1)
badly-damaged ship that was captured in
Crew* 20 35 10 25 35
Marines 50(2) 30(2) 10 25(2) 25(2) a pirate attack. Minrothad designs ate cop-
Food Storage 2-3 months 2-3 months 3-4 weeks 1-2 mos. 1-2 mos. ied by a few continental shipyards, but the
Cargo Capacity (en) 300,000 300,000 40,000 100,000 100,000 price is 50 to 100 percent higher and the
Cost 35,700 42,800 14,400 21,000 24,000 quality inferior to the real thing.
Construction Time 20+ Id8 wks. 22 + Id8 wks. 5 + Id6 wks. 30 + Id8 wks. 30 + Id8 wks.
Construction costs given are for the
* Minrothad crews fight if they are attacked and act as marines during a sea battle. Since pirates do not expect minimum number of artillery pieces. The
this, the number of combatants aboard Minrothad Guilds ships is often underestimated.
price is increased by 3,000 gp for each
(1) plus one additional artillery piece on privateers and naval vessels. additional catapult or ballista installed.
(2) Found 100 percent of the time on privateers and Navy vessels, 50 percent of the time on guild merchant- Artillery adds 3 percent to maintenance
and repair costs.
QuiiD
CauavaN of the continent. There's hard travel We were into the forest there, not far
The Minrothad guilds have made their involved in what I do, for I sometimes from Alfheim Town. It was then that
fame and fortune carrying cargo on the go along to confer with the guild agent things lept out at us . . . don't ask me
sea. But commerce has taken Minrothad in Alfheim, buy at a trade fair in Thy- what. Some abominations like they
merchants far from the seashore as well. atis, and so on. We haul freight and have, creeping around that wood. Dark
A natural outgrowth of Minrothad's port make deliveries in local areas as well— and furry they were, and they stank of
agent network are the caravan and freight those within 50 miles of a port, say. carrion. Everyone fought, even the dro-
concerns that have sprung up to haul But it's the long distance caravan trade vers, and Caetros was forced to pull out a
goods to and from inland destinations. that makes the money. And that magic wand no one knew he had and
makes it all worthwhile." put it to use. He was white as a sheet by
Quiios the rime we drove away those creatures.
Most guild trade goes to a destination It was only his magic that saved us that
CauavaN where a guild agent knows there are buy- day, and he knew it. He's no fighter, and
—comments by Harmon Caetros, ers for the goods. However, as with sea- he'd had quite a scare.
Guild Port Agent, Specularum ,,, borne cargos, much caravan trade is done "He turned to me afterwards.
on speculation. The Speculative Trade 'When we get to Alfheim, look
senior port agent, I have a luxury my
system which follows details trading in around,' he said. 'I want you to hire
underlings do not. I have the privilege
ship's cargos. It can be easily adapted to more guards.'
of overseeing the speculative end of
overland trade by determining the "It was all I could do not to say, 'I
MGCC business.
amount of cargo (measured in coins) a told you so.' We've never been short-
"The MGCC is Minrothad's over-
pack animal or wagon can carry and using handed since.
land trade freight business. We take
the Speculative Trade procedures to buy
orders for guild products, fill them in and sell that amount of cargo.
the islands, carry the goods on our
Characters can find employment with
ships, and provide our own transporta-
caravans as guards or drovers. They may
tion to the point of sale. Then we buy also want to accompany a caravan because
cheaply in the hinterland and ship
it carries some trade goods of their own.
goods back the same way to Minro- Finally, they may wish to travel with a car-
thad. It's a very lucrative business,
avan because it is going to their destina-
providing there's a good spokesman
tion. Caravans are usually well-guarded
up front to coordinate the guild trad-
and are less likely to be waylaid by ban-
ing agents and give a good sales pitch dits than are smaller parties of travelers.
when needed. Ahem. That is the part
I play. Naturally.
"Caravan Captain Osner oversees CanavaN
the daily details of the caravan organi- ^comments by Cpt. Osner,
zation, but I'm the one who decides MGCC caravan leader
where MGCC caravans go in this part
"I warned Caetros we needed more
guards. 'Oh no,' he said, 'we'll do fine.
We're only going to Alfheim, after all.'
He was watching his pursestrings, tight-
fisted guildsman that he is. I work for
them, but I don't have to like them.

26
Shields and Devices of the Minrothad Guilds

Minrothad Guilds Guild Hammer Guild Verdier


(Ruling Guild Master)

Guild Corser Guild Quickhand Guild Elsan

Home Guard Unit 1 or 2 Merchant Sailor Guild Mercenary Guild: Marines


Mercenary Guild
(Unit's number is placed
below sword pommel)
Speculative
Some of the ins and outs of merchant Privateers. That enables the DM to deter- Maintenance work takes one day for every
shipping are covered in the preceeding mine fighting abilities and pay scale, 100 gp of expenses paid. See the Service
section. Guild Trade. Here, a system is based on 1 gp per month pet guild skill Fee table for drydock costs.
outlined that can be used if player charac- level (or equivalent). Officers and crew
ters want to engage in cargo trade for receive the bulk of their pay in shares of FooO
themselves. the ship's profit and expect the standard
Food is anothei unavoidable expense
Adventurers need not personally travel scale of shares to be observed. for an ocean-going vessel.
on a ship in order to run trading ventures. Traditionally, sailors receive a half-day Standard rations, which are perishable
They might choose to buy a vessel and off for personal time once a week. The and unedible after one week, cost 1 gp
hire a crew, then take their traditional 50 ship continues sailing manned by one per crew member per week. Iron rations,
percent share of the profits— and all of watch, but the off-shift ctew are not
such as hardtack and salt or pickled meat,
the losses—-as owners. (Guidelines for required to be about othei duties. When
last for months. This sort of food is cheap;
ship and crew costs are included below.) watches change, the working watch then it costs 1 sp per crewman per day. Water is
It is also possible to simply buy a cargo takes their half-day of free time. Sailors stocked in the amount of one barrel of
and hite a Minrothad or othet merchant use this time to mend clothes, do laun-
water per week for every five crewmen.
ship to carry it to another place for sale. dry, write letters, and occupy themselves
The space taken up by crew food supplies
Alternatively, characters who want ocean- in similar ways. Since crewmen are other- does not count as part of the cargo space
going adventures might find this the per- wise on call for work in all weather and at of the vessel.
fect opportunity to buy their own ship any hour, they value this free time highly.
The amount of food stores a ship can
and experience the thrills of adventure on A crew which does not receive their half- carry is deteimined by the ship's design.
the high seas. day, weather and other conditions allow- Storage capacity is given below. Vessels
ing, soon develops a morale problem. which make frequent landfall do not
AcQuiniNQ Sl7ip aNO Cnew - In port, after cargo has been unloaded,
always bother to stock up completely on
crewmen are generally given one or more supplies, and so take on food and water
A ship can be hired by PCs, but they days of liberty. Crews which do not have
will pay all of its expenses (wages, food far more often than indicated.
at least three days of liberty a month
supplies, etc) and, if necessary, enough to become tired, argumentative, and lose Ship Food Storage
recompense the captain for sailing with morale. The DM may exploit potential
an empty cargo hold. If a ship is hired to Galley, large 10-20 days
morale ptoblems as he deems appropri- Galley, small 10 days
carry cargo bought by the PCs, it is possi- ate.
ble to work a consignment deal where the Galley, war 2 weeks
vessel receives a percentage of the cargo Longship 10 days
sale (see Guild Trade) and thus save on Sailing ship, small 1 month
shipping charges. But if PCs plan on ExpeNses Sailing ship, large 2-3 months
moving cargo with any frequency, the Regular upkeep on a ship costs 1 gp per
most cost-effective method in the long 1,000 miles traveled per hull point. A
Scunvy
run is for them to purchase their own vessel loses 10 percent of its speed for each A crew living on a diet of iron rations
ship. 1,000 miles sailed without the tequisite for more than a month becomes suscepti-
Costs and ship statistics ate given in the maintenance. This sort of maintenance is ble to scurvy or other diseases of vitamin
preceeding section for Minrothad Guilds often done at sea, but the expenses are deficiency. Clever captains buy stocks of
merchant ships. PCs can buy similar ves- paid in port whete tackle, planks, and onions and potatoes to supplement iron
sels on the continent for three-quarters of other repair material are purchased. rations, since these perishables last for a
the cost, with sailing statistics as given m After 10,000 miles of navigation or one month or two and provide needed vita-
the Expert Rules, page 43. Used vessels year at sea, whichever comes first, major mins.
are available for 20 to 70 percent of the maintenance and overhaul must be done If scurvy strikes the crew, 10 percent of
cost of a new one ((Id6 x 10 percent) + on the ship. This includes scraping the them are affected for each week the crew
10 percent), but PCs will also have to pay hull clean of barnacles, replacing dam- goes without fresh food. For each week a
another 20 to 70 percent of a new ship's aged or worm-eaten planks, replacing the sailor suffers from this disease, his
price to have the used one refitted and rudder or restepping masts, and so on. Strength and Constitution drop by one
made seaworthy. The wotk is done in port where drydocks point each. When either one reaches
Even if nonguild crewmen are signed can be used during major repairs on the zero, the crewman dies of the disease. A
on, it is worthwhile for the DM to deter- hull. Drydocks are also used when possi- scurvy-stricken crewman regains three
mine their level of abilities according to ble for careening the hull; this reduces points of Strength and Constitution each
the Rank and Level table under the time required by 20 to 80 percent. week he consumes fresh food.

28
Speculative
Edible cargo can be consumed if a ship crew is forced to ferry cargo back and ship repairs and are sometimes part of the
is faced with scurvy or starvation. Doing forth in boats. Too, some cargo, such as port facilities overseen by the harbor mas-
so reduces the cargo value by 10 percent livestock, is practically impossible to ter. Drydocks in private shipyards do not
per week (or fraction thereof) that the car- transport by boat either ro or from a ship. fall under his jurisdiction. Towage is a
go is eaten. These difficulties should be considered service used by ships which have run
before cargo is delivered to a port. aground, have lost steerage, or are other-
Livestock Smuggling vessels and ships calling in wise disabled and need help moving into
our-of-the-way places often simply moor or out of port. Towage is also used in class
Horses, cattle, monsters, or other crea-
off-shore and get to the beach through A and B ports to lead ships of 160 HP and
tures carried on shipboard must also be
the surf in the ship's rowboats. There are greater through congested harbors to and
fed. A horse or cow consumes fodder
no fees for this type of moorage, but the from docking berths.
weighing 200 ens per day, and this feed
captain must keep a cautious eye out for
takes up cargo space. If supplies for the
winds and tides that might run the ship
livestock are exhausted during a voyage,
aground. Moving cargo in boats through
fodder can usually be bought from Most ships rely on their crews to supply
surf further increases loading or unload-
coastal villages if no port is found the manpower for loading and offloading
ing rime. See Cargo Handling, below.
enroute. Otherwise panics can scavenge cargo. Dock workers are available in the
fodder wherever landfall is made. larger and busier ports to supplement or
CUStOMS
speed the cargo-handling done by a
Pont Classif ications - Most countries impose a tax on foreign- ship's crew. Unless a ship is using a pri-
made goods which are brought into har- vate dock with its own dock workers, as is
Merchant trading begins and usually
bor and sold. Customs inspectors board the case with some Minrothad vessels,
ends in a seaport. Port size and location
ships within Id6 hours of the time the payment for these cargo services is made
influences the availability of cargo, the
vessel moors or docks in port. In busy har- to the harbor master.
prices fetched when one is sold, the types
bors or places with lazy customs officials, When loading or unloading cargo at a
of services in port, and the sort of vessels
this may take Id20 hours instead. Ships dock, one man can handle 2,000 ens of
accomodated in the harbor. Ports in the
that make port in the middle of the night merchandise in one hour. Although
Known World are classified as follows.
are normally boarded in the morning. boxed goods and sacks can be moved
Port Capacity Dock A cargo cannot be unloaded until more quickly than that, bulky goods such
Class in Hull Pts. Size* inspected and passed by customs. Only as barrels and crates require special han-
A: Trade Power 10,000 ( + ) 180 HP + goods manufactured locally and foreign dling. A crew of 10 can unload the cargo
B: Major Port 5,000-9,999 180 HP goods bearing a tax stamp can be unload- of a small sailing ship in five hours of
C: Large Port 2,000-4,999 160 HP ed and sold or traded legally in a port. steady work, providing the cargo is not
D: Port 1,000- 1,999 140 HP Customs officials generally have Apprais- exceptionally awkward to handle. Load-
E: Minor Port 500 - 999 120 HP al skills of 10 + Id8; after evaluating a car- ing a vessel takes 50 percent longer than
F: Anchorage 499 (-) 80 HP go, they assess a tax which can range from unloading it because goods must be care-
1 percent to 100 percent or more of the fully stowed and secured for the voyage.
* Unless port description states other- goods' value. An average customs fee is Cargo handling can be sped along by hir-
wise. 2dlO percent, but the DM may adjust ing one or many additional dock workers.
amounts as needed to reflect the local This work is normally done during day-
Moouaqe political or economic climate. light hours in reasonable weather condi-
tions. If conducted under other
It is possible to find a berth 80 percent
of the time. DMs can adjust this figure as HaubOR Masten conditions, the length of time needed
can be doubled or tripled.
needed to reflect circumstances that are Representatives of the harbor master If a cargo is moved from a port anchor-
out of the ordinary. Ships that cannot also visit newly-arrived vessels. They levy age rather than at dockside, rowboats are
find a berth may moor in the harbor at a docking and other service fees, can pro- required. One boat with a four-man crew
distance from the docks and quays. vide pilots to navigate a ship into and out can transport 5,000 ens in one hour. If
If the port cannot accomodate a large of difficult harbors, and have the author- moving cargo to or from an offshore
vessel, it is forced to moor in the harbor ity to quarantine or turn away undesir- anchorage where boats must be unloaded
and use boats for cargo transportation. able ships. Average fees charged by these on the beach, a rowboat with four-man
These and other ships are not required to port authorities can be found on the Serv- crew transports 5,000 ens in two hours.
use dock facilities for cargo handling, but ice Fee table.
loading and unloading takes longer if the Drydocks are used to effect large-scale
Speculative "Cuabe
Service Fee Modifiers by Port Class: Step 5. When used for the price of
Port Moorage Dry Docks Pilot Towage Longshoremen multiple items, total the value of the
goods (as perceived by the superior bar-
A + 50% /day + 50% /week + 30% + 30% /tow + 50% /ship gainer) and add or subtract the percent-
B-C — — — — — age as determined above.
D-E -30% /day -30% /week -10% -10% /tow -20% /ship
For example, Captain Saroso Elsan bar-
F -60% /day none -20% -20% /tow none
gains for a load of wine with the Thyatian
Service Fees, Base Prices: example, Cosger has an Appraisal skill of merchant Alekos. Elsan has appraised the
Port Entrance: 10-20 gp; one-time fee. 12. When evaluating a cargo, his roll is wine at 1,000 gp, but Alekos has no
Moorage: 1 gp per day per 10 hull points 16. Cosger's estimate is low by 20% (16- Appraisal skill; Elsan's estimate is used
for dock space; 5 gp per day flat rate to 12=4, x5%). for the basis of calculations.
anchor in harbor. An NPC merchant who sells goods Both characters have Bargaining skill,
Dry Docks: 10-15 gp per day per 10. usually sets his price 10 to 40 percent (roll but Elsan's 18 is better than Alekos' 13-
Pilot: 10-60 gp flat fee, depending on Id4) above the appraised value of the The difference between the two scotes is
difficulty of route and time involved. merchandise. An NPC buyer makes an 5, which equals a 25 percent adjustment
Towage: 1 gp per 10 hull points for offer 10 to 40 percent below what he in final price. Captain Elsan buys the car-
berthing; 10 gp per 10 hull points for appraised goods at. An NPC rarely sells go load of wine for 25 percent less than its
emergency tow. for less than half his perceived profit mar- value, or 750 gp. If he were selling it to
Dock Workers: 10 cp each per hour; one gin , nor pays more than his estimate of an Alekos instead, he would receive 1,250
man moves 2,000 ens per hour. item's worth. gp for it (1,000 +25 percent).
Bargaining: The Bargaining skill as If the price indicated by Bargaining
In addition to these fees, there is a spe- explained in the Adventurers' Guide is skill exceeds what an item is worth
cial toll for ships passing through the intended for quick NPC encounters. according to an earlier Appraisal roll, the
Thyatis Strait. Ships 60 HP or larger are More important negotiations, like those character with the inferior Bargaining
charged 10 gp per vessel for passage. affecting the price of a cargo, should be skill makes a Wisdom check. If the roll
role played. However, the DM can use a fails, he is carried away by a good sales
Skills PC's Bargaining skill to modify price pitch and agrees to the exorbitant price
negotiations at any time in the following (or deep discount). If the roll is a success,
Once a ship is secured, a cargo must be
manner. This method is especially useful the Appraised value is adhered to regard-
procured to fill it. A combination of skills
for summing up the bargaining effect less of the inspired bargaining.
are required for successful buying and
when many loads are haggled over.
selling of cargos, whether conducted by
NPCs or PCs. Broker points, a new aid to
Step 1. Determine the difference in Rnoken Points
Bargaining skill between NPC and PC. If
trading, are explained below. Appraisal Broker points are unlike other skills
one character has no Bargaining skill,
and Bargaining skills are described in the acquired by characters. A broker point is
treat it as a skill level of 0.
Adventurer's Guidebook. a dice roll modifier used in the specula-
Step 2. Multiply that difference by 5
Appraisal: NPCs who engage in trade tive trade system described in the follow-
percent. The result is the Price Adjust- ing pages. It is used to reflect the
as their primary business can be assigned
ment.
an Appraisal skill of 12 + Id6. Minrothad difference that experience makes in the
Step 3. If both characters have
Guild agents in foreign ports have skills success of merchant trading ventures.
Appraisal skill, use the evaluation of the
of 14 + Id4, while merchant-princes have Broker points are awarded by the DM
superior bargainer to determine the price
scores of 15+ Id4. to characters and NPCs according to the
which is adjusted. If only one character
When a character wants to evaluate the following criteria. Once received, points
has Appraisal, use that price. If neither
worth of a cargo, the DM secretly rolls ate never used up; they can be applied
party has that skill, the DM should arbi-
Id20 against that petson's Appraisal skill. any time a modifier is needed. Each point
trarily set a "fair market value" and use
If the result is equal to or less than the counts as a + 1 modifier to a speculative
that as the base price to be adjusted.
character's score, he has made an accurate trade dice roll.
Step 4. The superior bargainer
value estimation. If the roll is greater No character can ever have more than
improves the price or decreases the cost
than the score needed, he fails. five broker points, which are normally
over a cargo's perceived value by the indi-
If the failure is an odd number, the gained only after years of game time and
cated Price Adjustment. That is, if he is
character's evaluation of worth is low. If much trading experience. PCs may also
buying goods, the price is lowered by the receive them as rewards for good role-
an even number, it is high. The character
amount of the Price Adjustment; if he is
is off by 5 % times the difference between playing or spectacular trading coups. Bro-
selling goods, his agteed-on selling price
the roll needed and the roll made. For ker points awarded are cumulative.
is increased by that amount.

30
rij-iHHHfrfl-g-tHHKHMHHHHHHHHKHK^^
Speculative
Points are based on the following: Broker points can be applied to rolls on "smoked ham" in one port, or "pickled
this table, but the results should be kept hogsfeet" in another.
Merchant-prince +1
secret by the DM. The DM can select cargo from this list
Master (in any guild) +1
The number of merchants does not or settle on goods with a random die roll.
Character Level 10-20 +1
show the total that are in a port, but rath- If a random result is desired, broker
Character Level 21+ +1
er how many are interested in doing busi- points can be applied to the roll.
Minrothad Guild Agent +2
ness with the PCs. "Cargo loads" is a If player characters are in search of a spe-
5-15 years of trading experience +1
convenient measure for quantities of cific type of cargo, there is a base 20 percent
16 + years of trading experience +1
goods, and are further defined in the chance that it will be available in a particu-
Character has both Bargaining
Trade Goods Table. If PCs are buying, the lar port. This percentage is increased by 5
and Appraisal skills and has raised
number of loads shows how much cargo percent for each broker point applied to the
each at least 1 point +1
they can purchase. If they are selling, the roll. Chances can also be increased or
number of loads shows how much of their decreased by the DM to reflect how rare or
Pont AqeNts cargo a merchant is interested in buying. common a type of merchandise might be in
Port agents, also called factors or bro- that port. If the DM decides that a certain
Size of
kers, can be used as middlemen in the cargo is not available at all, not even broker
Port Class Merchants Transaction
buying or selling of cargos. If an agent is points can help locate the goods.
A, B Id6 +2 3d8 loads
used, PCs are not personally involved in C, D Id6 +1 2d8 loads Step 4. Find the adjusted price of cargo.
cargo negotiations and pay the factor a E Id6 2d6 loads Once the nature of a cargo load has
percentage fee for his services. F Id6 -1 2d4 loads been determined, use its base price to
The advantage to this is that agents derive its adjusted price. The base price is
usually have better Broker, Bargaining The DM is free to modify results that
an arbitrary, relative value placed on an
and Appraisal skills than do characters. conflict with what he knows about a port.
item before its value is adjusted for sup-
Adventurers are likely to receive a better If, for instance, the addition of broker
ply, demand, and random economic and
price for their goods or get a cargo more points results in 10 merchants in a class F
political factors. These factors are mod-
cheaply than if they made the arrange- port and the DM feels that is too many
eled with a simple system of die rolls and
ments themselves. On the negative side, merchants for that type of port, he can
situational modifiers that lead to the
PCs can never be certain if an agent got reduce the result to a reasonable number.
adjusted price—the "real" value of the
them the best deal and the fees that are One half of the merchants appear the
goods at a specific place and time. The
charged are sometimes substantial, first week a ship is in port (round fractions
adjusted price must be determined
NPC port agents (except those of the up). One quarter of them appear during
before cargo negotiations can begin.
Minrothad Guilds) have Bargaining and the second week. The remainder trickle
• Find the cargo's base price on the Trade
Appraisal skills of 10 + ld8 each, and in at the rate of one a week for each addi-
Goods Table (or the Precious Merchan-
Id6-l broker points. If an agent sells a tional week the ship spends in port. Sixty
dise Table, if appropriate).
cargo for PCs, he takes 2dlO + 5 percent percent of these merchants deal in only
• Consult the Supply and Demand Table
of the profits and passes the remainder on one type of cargo.
to find out whether there is unusually
to the characters. If he buys a cargo on For example, if there are eight mer-
high or low demand for this commodi-
their behalf, he pockets 2dlO + 5 percent chants who will do business with the PCs
ty at the port in question. This is indi-
of the money paid by PCs for that cargo. in a particular port, four appear the first
cated by a dice roll modifier.
week, two the next, and one each subse-
• If the port is class A or B, there is an
quent week. If the PCs hope to deal with
BuyiNQ aNfc SeliiNq Canqo - all possible merchants, they end up +1 modifier. If the port is class E or F,
The following procedure is used to buy there is an automatic -1 modifier.
spending four weeks in port. Additional
or sell cargos. • Roll 3d6, adding or subtracting modi-
efforts to locate more merchants or cargo
fiers for supply and demand and port
Step 1. Determine pott's classification. may be made at the end of this rime, but
class, and consult the Base Price Adjust-
Major trading ports are listed on the the dice roll takes a modifier of —2 for
each week a vessel has been in port. ment Table. Players can also modify the
Sale and Purchase Table. Ports not on the roll with broker points (if characters are
table should be assigned a classification Step 3. Determine types of cargo. selling, adding broker points results in a
by the DM. The Trade Goods Table lists specific higher sale price; subtracting results in a
Step 2. Find the number of merchants types of goods that can be purchased or lower purchase price).
and cargo loads available. sold in a port. DMs are welcome to • Multiply the cargo's base price by the
Use the table below to find the number change items if they wish. Fot instance, a adjustment percentage to arrive at the
of merchants and cargo loads in port. result of "smoked fish" might become adjusted price.
Speculative
Trade Goods Table (1) A cord contains either: 15 12-foot-
Encumbrance Base diameter, 10-foot-long logs, or; 400
Roll Merchandise lload per Load (ens) Price board-feet of 2-inch by 6-inch planks.

01-04 Wood, common 1 cord(l) 8,000 50 gp (2) Textiles include rope, sacking, and
05-08 Oil 5 jars 3,000 100 gp any woven goods other than cloth.
09-12 Textiles (2) 4 bags 2,000 100 gp (3) The encumbrance of a crate is 200 ens.
13-16 Salt 150 bricks 7,500 100 gp To find the quantity of goods contained
17-20 Beer, ale 1 barrel 800 100 gp within it, divide the remaining encum-
21-26 Grain & vegetables 20 bags 8,000 150 gp brance (800 ens) by the weapon or armor
27-30 Fish, preserved 10 barrels 8,000 150 gp weight given in the rules. Round the
31-35 Hides, furs 10 bundles 4,000 150 gp number down; any remaining fraction is
36-39 Tea or coffee 2 bags 1,000 150 gp part of the crate and packing weight.
40-43 Animals roll on Animals Table, (4) Use prices given in the rules multi-
page 34 plied by the quantity in the crate. Quan-
44-47 Pottery 2 crates (3) 1,000 200 gp tity is calculated as explained in (3).
48-51 Wine, spirits 1 barrel 800 200 gp
52-54 Meat, preserved 10 barrels 8,000 200 gp (5) Monster encumbrance is set by the
55-60 Metals, common 200 ingots 10,000 200 gp DM. The suggested value for a monster is
61-63 Dye & pigments 5 jars 2,500 250 gp 100 gp per HD, times 10 for each asterisk.
64-68 Cloth 20 rolls 8,000 200 gp A 2HD** monster would be worth (100
69-73 Weapons, tools 1 crate (3) 1,000 varies (4) X 2) x 20 = 4,000 gp. Monsters worth
74-75 Monsters 1 monster varies (5) varies (5) 1,000 gp or more are considered precious
76-80 Glassware 2 crates (3) 1,000 400 gp merchandise. Fodder must also be carried
81-85 Semiprecious stones(6) 1 box 100 200 gp to feed live monsters.
86-00 Roll on Precious Mer- (6) Semiprecious stones include amber,
chandise table. turquoise, alabaster, agate, geodes, etc.
Precious Merchandise Table (7) The mounts are either warhorses (80
percent) or elephants (20 percent). The
Encumbrance Base DM can substitute other beasts as appro-
Roll Merchandise 1 Load per Load Price priate.
01-10 Mounts (7) see Animals Table,
Pg34
11-21 Wood, precious 1 cord; 8,000 500 gp
22-33 Porcelain, fine 2 crates 1,000 l.OOOgp
33-41 Books, rare 1 box 300 l.OOOgp
38-53 Armor (3) 1 crate 1,000 varies (4)
54-61 Ivory 1 tusk 1,000 800 gp
62-67 Spices 1 jar 600 800 gp
68-75 Silk 5 rolls 2,000 1 ,000 gp
76-85 Furs, rare 1 bundle 500 500 gp
86-94 Metals, precious 2 ingots 400 600 gp
95-00 Gems 1 box 50 3,000 gp
Speculative
Supply and Demand Table The adjusted price represents the true
value of the goods in that particular mar-
Port Class Modifiers to Percentile Roll
ketplace. When broker points are applied
Aasla Gems ~5, Spices —5, Glassware ~2, Ivory -2, Common metals ~3, to the roll, the result also reflects the ben-
Fish +4, Monsters +5, Books +5, Precious Metals +6, Silk +5 efits of canny business dealings. Customs
Alpha C Grain/Vegetables -3, Meat -3, Ivory +6, Coffee +5, Wine +5 taxes are based upon this figure, which is
Athenos D Meat -2, Gems -2, Spices -3, Ivory -3, Glassware ~3, also the basis for Bargaining and Apprais-
Monsters + 2, Animals +1, Porcelain +3, Precious wood +2 al rolls and price negotiations.
Cubia E Pottery —3, Dye/Pigments -4, War Horses — 3, The adjusted price is calculated when a
Grain/Vegetables +3, Meat +3, Hides +3 cargo load is bought and again when it is
Dunadale B Porcelain -3, Weapons -4, Monsters -4, Gems -2, Tea +5, sold in a different port. If several mer-
Ivory +5, Grain/Vegetables +5, Glassware +3 chants buy or sell the same type of goods
Fabia F Dye/Pigment -2, Wine -2, Silk -3, Fish +2, Common Wood + 2 in the same place, the adjusted price need
Filtot E Oil ~3, Salt -2, Grain ~3, Books +4, Meat +2, Monsters +2 only be calculated one time.
Freiburg D Animals -3, Porcelain -2, Weapons +2, Armor +2, Oil +3
Base Price Adjustment Table
Helskir D Dye -3, Salt -2, Fish +3, Hides +2, Coffee +4, Pottery +1
lerendi C Fish -2, Precious Metals -2, Dye +2, Cloth +2, Animals +3 3d6
Jaboor E Coffee -3, OU ~3, Glassware -3, Meat +3, Spices +4, Wine +2 Roll Percentage
Kerendas D Meat -2, Wine -2, Beer -2, Common metals —3, Dye +2,
3 30 percent
Common wood +3, Oil +2, Grain/Vegetables +3 4 40 percent
Kobos E Hides -2, Monsters -2, War Horses -1, Ivory +3, Silk +3 5 50 percent
Landfall E Hides ~3, Monsters *~3, Grain/Vegetables +4, Tea +4, Dye +3 6 60 percent
Newkirk B Dye -4, Armor ~3, Coffee +3, Gems +4, Porcelain +3 7 70 percent
Norrvik C Silk -3, Salt -3, Weapons -2, Ivory +3, Pottery +3, Cloth +3 8 80 percent
Oceansend D Books -2, Common wood -4, Dye +2, Salt +2, Silk +4
9 90 percent
Shireton D Grain/Vegetables -2, Wine -3, Beer -3, Fish +3, Coffee +2, 10 100 percent (no change)
Tea +2 11 110 percent
Soderfjord C Common wood -4, Grain /Vegetables -2, Wine +3, Armor +3 12 120 percent
Specularum C Common wood ~3, Animals -2, Hides -3, Common metals - 13 130 percent
2, Fur +3, Weapons +2, Armor +2, War Horses +3 14 140 percent
Surra-Man-Raa F Precious metals ~3, Pottery -2, Books ~3, Monsters -4, 15 150 percent
Weapons +3, Cloth +2 16 160 percent
Tameronikas E Tea -3, Cloth -2, Animals ~3, Glassware +1, Porcelain +2, 17 180 percent
Salt +2 18 200 percent
Tel Akbir D Coffee -2, Oil -2, Beer -2, Hides +2, Cloth +2, Dye +2 19 300 percent
Thyatis A Silk -2, Weapons -3, Armor -3, War Horses -2, Fur +3,
20 400 percent
Gems +3, Precious Metals +3, Spices +3, Oil +2
Zeaburg C Fish —3, Cloth ~3, Textiles -1, Common wood +2, Meat +4 Step 5. Determine the final price.
Minrothzd Ports Characters next conduct any Appraisal
or Bargaining that they are entitled to do,
Minrothad B Coffee -2, Tea -2, Beer -2, Fish -3, Dye -2, Pottery +3, as explained under Trade Skills. The final
Cloth +2, Precious Metals +2, Gems +2, Common wood +2 price is the sale or purchase price agreed
Harbortown C Fish -2, Dye -2, Animals -3, Spices +2, Meat +2, Wine +2
on after these skills have been used. If
Malfton E Spices -2, Oil -1, Pottery -1, Grain/Vegetables -2, characters do not have Bargaining skill,
Common wood +2, Meat +2, Beer +3, Cloth +2 the final cost remains the same as the
Stronghold E Weapons/tools —3, Grain/Vegetables +1, Common Metals +2 adjusted price. If Bargaining skill results
Seahome D Common/Precious Woods -2, Silk +3, Dye +4, Hides/Furs +2 in a price change, the adjusted price is
Verdun D Common/Precious Woods -2, Cloth -2, Books -2, Fur +3, altered by that amount, yielding the final
Dye +4, Silk +3, Salt +2 price for the goods. Any fee due a port
Cove Harbor E Wine -2, Cloth -2, Common Metal +2, Common Wood +2 agent for his services is deducted from the
Gapton F Textiles -1, Tea -1, Rare Books +2, Spices +1, Pottery +3 final price of a cargo.

33
Speculative
Step 6. Exchange goods. but he will want to pay considerably less they shipped enough to fill the cargo
Goods exchange hands after the final for his passage than a traveler who is hold. This fee is a common transport-for-
price is agreed upon and paid. Loading or lodged in an officer's cabin. A general hire charge of 1 gp per 500 en of cargo
unloading times and expenses should be rule of thumb is that a vessel can accom- space per 500 miles of distance. Fractions
calculated according to the guidelines odate 20 percent more people (round are rounded up. The minimum fee is 100
under Cargo Handling. Unless other fractions down) than the normal crew gP-
agreements are made, a seller pays complement (including marines if the For example, a small cargo ship with
unloading expenses if the goods must be vessel carries any). That is, a ship with a 100,000 ens of cargo space would charge
taken out of a ship and the buyer pays crew of 10 has room for two passengers, 200 gp for a 500-mile voyage (100,000
loading costs. while a vessel with a crew of 20 and 50 en/500 en = 200 gp per 500 miles). This
marines (70 total) has room for 14 passen- cost is usually shared by the party of pas-
gers. sengers. A round-trip fee can be charged
Animal Table if the captain believes he won't find
When a harbor master inspects an much cargo to ship back from that desti-
arriving vessel, he asks its port of origin This table gives information on com- nation.
and next destination. This information is mon animals that might be shipped as
posted at the port authority offices and cargo. The feed they require is an addi- SI71PP1NQ CONtRaCtS —
sometimes at the docks as well. Once a tional expense paid in advance of the voy-
ship has made port and its next destina- age. Fodder is not edible by humans nor There is a 5 percent chance per port vis-
tion becomes known, passengers might is it included in the basic load. The ited that one NPC offers to hire a vessel to
attempt to book passage to that place. encumbrance of any load of fodder is transport Idl2 cargo loads of goods to
Use the Passenger Table to determine 1,000 en. another destination. If PCs state that they
how many passengers present themselves. Encum- Ani-
are actively soliciting such work, they
Adjust the dice roll according to port clas- brance mals Fodder increase their chances of being hired to 25
sification. Results lower than 0 are treated
per per cost Base percent, plus 5 percent per broker point
Roll Animal Animal load per load Price
as 0. If a ship is soliciting paying passen- applied to the effort. The number of
1 Rabbit, NPC shippers and their cargo loads are
gers, broker points can be applied to the hen 50 en 100 20 gp/wk 25 gp
Passenger Table dice rolls. Each broker 2 Goat, found by rolling on the Merchant and
point increases the dice roll by 1. hound 500 en 20 20 gp/wk 100 gp Cargo Load table.
3 P'g, large 1,000 en 10 20 gp/wk 100 gp A shipper is charged the same
For example, in Minrothad, a class B 4 Cow 10,000 en 5 20 gp/wfc 125 gp
port, 2d6 minus Id4 passengers apply for 5-6 Horse, bull 15, 000 en 2 20 gp/wk 200 gp transport-for-hire fee explained above: 1
passage aboard the Egret. Captain Elsan
7 Warhorse 20,000 en 2 30 gp/wk l.OOOgp gp per 500 en of cargo space per 500 miles
8 Elephant 100,000 en 1 20 gp/wk l,500gp
is not searching for passengers, and so of distance, with a minimum charge of
does not add his broker points to the dice Passenger Table 100 gp. Normally, half the payment is
roll. His destination is Fabia, a class F made in advance and the remainder is
Class of Port of paid by the shipper's agent when the des-
port, so the number of passengers is Port Origin Destination
reduced by two. He is approached by (8- tination is reached. Bonuses for early
2)-2 passengers, or a total of four people A 2d6 +2 delivery and hazardous travel conditions
seeking passage to Fabia. B 2d6-ld4 +1 are negotiable.
There is a 5 percent chance per port vis- C 2d4-ld4 0 Space allowing, it is customary to pro-
ited that one or more passengers traveling D 2d4-ld6 0 vide free transportation for a merchant
together want to hire the ship to go to a E Id6-ld4 -1 representative who takes care of the goods
destination of their choice. If this occurs, F Id6-ld6 -2 and tax payments. Merchants do not
they wish to sail to the most remote port always disclose the nature of the cargo
within 2d20 x 100 miles (consult the TRavel Fees being shipped, for security reasons. Many
map of the Known World). Standard captains go along with this and ask no
Travelers are usually charged 20 gp per questions.
charges for hiring ships are given under 500 miles traveled. Passengers do not
Travel Fees. Once a PC accepts a shipping contract,
count against a ship's cargo space, but it is not possible to charge the shipper for
The Players and the DM together extra food stores must be bought for
should determine how many passengers unfilled hold space aboard the vessel.
them. The cost of the food is added to the Therefore, characters often buy theit own
can be accomodated on a PC-owned ship. price of their passage.
Space limitations might force a voyager to merchandise to fill out cargo space and
If passengers hire the ship to go to a make the voyage more profitable.
sleep in a hammock in the cargo hold,
destination of their choice, they pay as if
SailiNQ
Voyaging from one port to another food to buy for the journey and how often
the ship will have to be resupplied. How- available. A Class A port has a 58 pet-
requires expertise and knowledge of the
sea. Galleys are sometimes encountered ever, optimistic captains and those mak- cent chance of carrying one, but a
in ocean trade, but they are traditionally ing a sales pitch about speedy cargo Class F port won't have any at all.
used for coastal transportation and mili- delivery may estimate a faster travel time Howevei, a natural roll of 01-02 always
tary purposes. Sailing ships are most because they expect, or hope, that they locates the needed chart, regardless of
often employed to carry large quantities will have favorable winds and currents for other modifiers.
of cargo great distances across the ocean. the voyage. ** The base price of a chart is increased
The following rules assume that the char- Some spells and magical items, such as by 5 percent for every 500 miles of dis-
acters use a sail-powered cargo vessel and a. pouch of winds (see Merchant- Princes), tance between the port of purchase
that one or more persons with Ship Sail- can directly affect travel time. Such magic and the atea the chart depicts.
ing skill are directing the operations of usually improves or hinders a ship's
the vessel. A character without this skill movement rate by 10 to 60 percent. There may already be a library of charts
has no chance of sailing the ship; a char- Although the effects of most spells last and maps on board the characters' ship,
acter with only Boat Sailing skill succeeds only a brief period, an item like the especially if they bought a used vessel
in Ship Sailing only on a roll of 3 or less pouch of winds affects a vessel for the already equipped for sailing. The DM
on Id20 (15 percent). duiation of its voyage and the ship's esti- should determine if these are adequate
Voyages can certainly be glossed over if mated travel time should be revised for the forthcoming voyage. Otherwise,
the DM wishes travel time to pass quickly. accordingly. appropriate charts should be bought
However, seafaring offers plenty of Navigation Charts: Charts are usually before embarking on the journey. Use the
opportunity for danger and adventure. available in a seaport for destinations and Chart Availability Table to locate and buy
Those who want to play the voyage out in waterways along established sea lanes and navigation charts and maps.
gteater detail can use these procedures, coastal areas. When a vessel uses charts as The DM should decide how many
along with the Map of the Known World a navigation aid, it is less likely to become charts are needed for safe navigation; a
on the back of the Minrothad Guilds lost on the ocean. Ships which do not car- captain buying fewer than that number
map. For tracking weekly ship movement ry the appropriate charts are at risk when suffers penalties to navigation rolls for
on the map, distances can be rounded off they navigate, especially if the vessel trav- the ship. A recommended minimum
to the nearest 50-mile increment. The els out of sight of land for any distance number of charts is one for every 1,000
DM or players may also want to figure and must calculate its position without miles of distance to be traveled, minus
actual distance more precisely in order to visible landmarks. This is explained fur- whatever adequate charts are already
keep track of how long food supplies will ther under-Navigation. Of course, charts aboard the vessel.
last. may not exist or may not be of much help Cash for Expenses: Even if nothing
if the PCs voyage into distant and unex- goes wrong on a voyage and unexpected
PuepauatioNs f OR tl7e plored waters. repairs and related expenses do not
Voyage become neccessary, a ship's cargo will
almost cenainly be taxed by customs
Distance: Before embarking for a dis- Chart Availability Table before it can be sold at its destination. For
tant port, the captain determines the dis- Port Chance to Locate Cost of this and other contingencies, a captain
tance his vessel will travel along his Class Proper Chart(s) * Chart* * normally puts aside one or several strong-
planned route of travel. This should boxes with enough cash to cover foresee-
account for any intermediate stops that A 98 percent 2d20 gp
able expenses. Although it is tempting to
will be made in the total distance for the B 90 percent 3d 10 gp
spend the last bit of ready cash to procure
voyage. Keep accurate track of this fig- C 75 percent 2dl2 gp
a cargo, experienced traders always leave
ure, since it is refered to many times to D 60 percent 2dlO gp
themselves a reserve of ready money.
resolve the progress of the voyage. E 45 percent 3d6 gp
Cashboxes are often stowed in the cap-
Time: The total distance of a voyage is F 30 petcent 2d8 gp
tain's cabin and are likely to bear mun-
divided by the ship's movement rate to * These chances of finding a chart are dane or magical protections against theft.
give the expected travel time. This is an reduced by 10 percent for every 500 Ship Maintenance and Repair: As
average figure under fair weather condi- miles of distance between the port of noted under Speculative Trade, a ship
tions. Captains usually add at least 20 purchase and the area depicted on the must be periodically maintained or its
percent to the estimated travel time to chart. For example, charts for a sea sailing efficiency suffers. The DM should
allow for contrary winds, stormy weather, route to a destination 2,000 miles keep careful track of the state of the ship's
and other delays. This revised estimate is away are 40 percent less likely to be repair. If the vessel has not been kept up,
the basis for decisions about how much

i^-tJ^M^-a-B-frfl-BrM-Bflfl-o-y^HJ-a-o-y-c-u-ra^
reduce its base movement rate as at sea, but fish population diops off con- As each hex represents 50 miles, there
explained on page 40 and alter the travel siderably the farther the vessel is from a is plenty of room for maneuver in each
time estimate as needed. Roll secretly coastline. On the sealanes or high seas hex. A ship can leave a hex through any
against Ship Sailing skill for the captain there is only a 10 percent chance per week face with no penalty, even reversing direc-
(or other characters in charge of ship of netting enough fish to feed the crew, tion completely if desired. If the vessel
repair or sailing) to notice in advance that increasing to 50 percent within 100 miles moves through a hex corner rather than a
the ship will be traveling more slowly of a coast. hex face, decide which compass direction
than it ought to. If crew characters best reflects its overall heading, and use
become aware of this before the voyage, that as a reference for the following steps.
they can allow for the longer travel time Step 2. Determine which direction the
by stocking extra provisions. Weather affects a ship's movement
rate, and extremes of weather can endan- wind is blowing from,
Similarly, if the characters fail to pay
regular maintenance costs in port, they ger a vessel as destructively as pirates of Choose a prevailing wind direction or
will be short on supplies needed for sea monsters. The following method is roll Id8:
repairs and maintenance at sea. If the used to keep track of weather effects dur-
ing a voyage. Sea effects, including wind 1 = North 5 - South
ship is damaged by weather or battle, the 2 = Northeast 6 = Southwest
Damage Table on page 40 is consulted and waves, are simplified in the following
tables. Weather and its effects are deter- 3 = East 7 = West
but the damage effects can only be 4 = Southeast 8 - Northwest
reduced by one-half while the ship is at mined by the DM once each week (or
sea. fraction of a week) during a voyage. Step 3. Find which quarter of the ship
Provisions: A ship is normally com- the wind strikes,
pletely stocked with food stores before a Weatt?€R Effects on MoveiweNt —
Depending on the ship's heading and
voyage begins. As a cost- cutting mea- Weather effects on movement are the wind direction, one of eight portions of
sure, a captain sometimes buys less than a determined by following these steps: the ship are struck by the wind as it blows.
full quota of food for the voyage. This is a When the wind hits, it speeds the ship
Step 1, Determine which hex face the
risky practice, especially on long voyages along ot slows it as indicated in the table.
vessel is sailing through.
where weather and other hazards might To find where the wind strikes a vessel,
delay a ship and cause food supplies to Refer to the map of the Known World. compare the ship's heading to the com-
run short. Minor variations in a ship's path of travel pass direction (hex face) from which the
The DM should carefully note the are ignored; the ship is assumed to travel wind is blowing. For example, if a ship is
quantity of food stores that are purchased in the same genetal direction throughout heading east, and the wind blows from
before a voyage and determine how many a hex. Fot long voyages, simply find the the north, the wind strikes the ship on the
weeks or days they will last. Depending most direct route between two points and port side.
on the ship's expected travel time, the see which hex face a ship must pass No sailing ship unaided by magic can
vessel may have to put into port to resup- through to head toward its destination. move directly into the wind- Any result
ply in the course of a voyage. This hex face corresponds with one of the which shows the wind dead ahead
The quartermaster or cook keeps the compass directions (according to the dia- assumes the vessel is tacking—moving at
captain informed of the state of the ship's gram). angles to the wind—to make forward
food stores. It is not unheard of for a ship progress.
to run out of food or water when delayed The ship's movement rate is modified by
too long at sea. A crew faced with thirst or the peicentage shown on the table,
starvation speedily develops a critical depending where the wind hits the vessel.
morale problem. A mutiny is likely to This movement modifier is combined with
take place, with the result that the voyage any modifier that resulted from Step 4.
is abandoned and the nearest landfall—
and food supplies—are made for. Wind from Modify Speed
Provisions do not count against the Bow -25 percent
ship's cargo capacity as long as they don't Port or Starboard
exceed the standard provision capacity Bow ~10 percent
listed for the ship undet Ship Mainte- Port or Starboard + 20 percent
nance and Expenses. Port or Starboard
As described on page 29, it is possible Stern + 10 percent
to consume edible cargo to feed a hungry Stern +/-0
crew. Crewmen can also try fishing while
Step 4. Find the current weather condi- frequent intervals if desired. ena are encountered. The DM should
tions and their effects. Changes in Wind Direction: To find check weekly for such occurrences. If one
out if the wind direction shifts, roll Id6. takes place, roll on the following table to
Roll Id6 and refer to this table. Num-
On a result of 5 or 6, the wind remains discover its nature. These weather condi-
bers 0, 7 and 8 are the result of modifiers
the same. On a 1, 2, 3, or 4, the wind tions are explained further below.
explained under Weather Changes.
shifts that many hex faces left or right. To
Missile Roll
find out which direction, roll ld6 again. Unusual Weather
D8 Movement Weather Fire IdlOO
Roll Rate Description Penalties
On an even number, the wind moves to
the right; on odd, it moves to the left. 01-04 Becalmed
0 0 mvmt Becalmed; no wind 0 Refer to the compass diagram to see 04-29 Clouds
1 -20% Calm wind, flat seas 0
where the wind blows from after it has 30-54 Fog
2 -10% Gentle wind, small waves 0
3-4 +/ -0% Moderate winds, medium shifted. 55-57 Frozen Precipitation
waves -" 1 58-79 Squall
5 + / ~ 1 0 % Brisk winds, choppy seas ~3 Changes in Weather Condition: Roll Storm
80-93
6 + / — 2 0 % Strong winds, high waves ~5 Id6 and refer to this table. Hurricane
94-95
7 + / -40% Squall, high waves -7
8 + / -60% Storm, heavy seas no Change in 96-98 Waterspout
missile fire Roll Weather Condition 99-00 Whirlpool
These results further modify a ship's 1 -2 Becalmed: When the wind fails, a sail-
movement rate. A roll of 1 or 2 (calm or 2 -1 ing ship is becalmed and its movement
gentle winds) slows a sailing ship down 3 0 rate reduced to zero. It cannot sail under
regardless what quarter the wind strikes 4 0 its own power, although it can be towed
because such light breezes do not provide 5 +1 by a galley or kedged. This result is
enough motive power for efficient sail- 6 +2 ignored if the current wind condition is
ing. strong or greater or if a ship is traveling a
The result of this dice roll can shift the
A roll of 5 or greater increases a ship's trade wind sea lane (marked on the Map
current weather up or down the scale. For
speed if wind impacts on the starboard, of the Known World).
example, suppose the weather for the
port, or rear quarters. If it blows from any A lack of wind is a temporary condi-
first week of a voyage was found to be 5,
of the bow quarters, however, it produces tion, but one that can last many days. In
brisk wind. After a week of travel, the
a lot of drag and slows the ship down by a most places, a vessel is becalmed for
DM rolls Id6 for a possible change and
similar amount. IdlOO hours. In equatorial waters in sum-
gets a 2. The resulting change is a -1,
Missile fire penalties apply to archery mer this condition can last much longer.
and the weather drops to condition 4,
fire or ship's artillery. Results of 0, 7 and In such waters, roll Idl2 to find the num-
moderate winds.
8, (becalmed, squall, and storm), are ber of days a ship is becalmed. When the
A ship can be becalmed or caught in a
explained under Unusual Weather. Such wind finally returns, determine its new
squall or a storm by a weather change. For
effects are not necessarily in force for the direction and force as described under
example, in the above example, if a 6 had
entire week of travel time, but their Weather Conditions.
appeared on Id6, it would have changed
impact can be devasting nonetheless. the weather by two steps. The brisk winds Clouds: If the sky is clear, it becomes
Step 5. Adjust ship's movement rate. would have been storms instead. overcast and cloudy. If it is already cloudy,
Modifiers which result in a weather the condition clears up.
The results from Steps 3 and 4 are com- condition higher than 7 or less than 0 If the sky becomes overcast it com-
bined into one movement modifier and mean the phenomenon continues for pletely obscures stats used fot celestial
the ship's base movement rate is twice its normal duration (as explained navigation and shortens the distance at
increased or decreased by that amount. under Unusual Weather). These and oth- which objects can be sighted by 50 per-
Unless the DM choses to alter these er results can be ignored or modified to cent. (In clear weather a lookout on the
results, they hold good for one week of reflect local climatic conditions. deck of a ship can see a distance of 10
travel or each fraction thereof. miles; 30 miles if he is up a mast.) Thick
Weatljen Unusual WeatfjeK overcast (DM's discretion) can also
obscure the position of the sun during the
Weather conditions are determined at The weather conditions table can pro- daytime, producing a diffuse, indefinite
the start of a voyage as explained above. duce squalls, storms, and complete calm. light which gives no hint of the sun's loca-
After each week of travel or fraction There is, however, a 10 percent chance tion in the sky, also increasing the diffi-
thereof, the weather is likely to change. during each full week of voyaging that culty of navigation. This condition lasts
These changes can be checked at more those or other unusual weather phenom- IdlO days unless cut short by another roll

37
i<HHHHHHHraHHHMgfl*HHHHHHHfrre
on the Unusual Weather Table. It does chance that this sort of precipitation is items on deck are blown, tossed, or wash-
not affect travel time but penalizes navi- encountered if the air temperature is ed overboard. If a squall offeree 4 strikes
gation rolls by a modifier of -2, as below freezing. It lasts Id6 hours. from any direction except dead ahead or
explained under Navigation. Freezing rain coats decks, rigging, and astern, there is a 10 percent chance that
Fog: If the prevailing weather is brisk even sails with ice. It is especially hazard- ballast shifts or cargo breaks loose below
or better, ignore this result. Otherwise, a ous to sailors who must work in ice-coated decks.
fog bank rolls in and envelops the ship. rigging. Dexterity checks should be made Ballast, often in the form of sand in
Vision is reduced to 20 to 80 percent (2d4 for ordinary maneuvers both on deck and heavy bags, is carried in the bottom of a
x 10 percent) of normal. Reveal, the in the rigging. If the ship's speed is rele- ship to improve its balance and handling
reverse of the Obscure spell, can clear this vant to game events during the short term characteristics. When it shifts, ship
type of fog away from a local area. of this phenomenon, movement is movement is reduced by 20 percent and
Fog effects are experienced for Id4 reduced by 10 percent because of the dif- Ship Sailing rolls related to vessel maneu-
days. It is customary to reduce speed by ficulty adjusting sail and working the rig- vers are penalized by -4. It requires one
up to 50 percent or more to avoid colli- ging. day to correct a ballast problem.
sions under these foggy conditions. Squall: A squall is a sudden rain storm Loose cargo in solid, bulky containers
When sailing within 50 miles of a coast or which catches a vessel and passes over it (crates, barrels, etc.) inflict 1 point of hull
in busy sea lanes, there is a 2 percent relatively quickly. It is recognizable as a damage per loose load during the squall.
chance of colliding with another vessel; line of black clouds on the horizon, mov- If the cargo is not secured by the end of
within 1 mile of a coast, there is a 10 per- ing rapidly closer. In cold weather a squall the squall, it does the same amount of
cent chance of hitting submerged rocks or can precipitate snow instead of rain. damage each hour it is left loose below
a reef. The DM may wish to increase these A squall lasts for IdlOO +10 minutes. decks.
chances for ships which do not reduce If the final result is 90 or greater, it lasts One of five squalls are accompanied by
speed in fog. A player character state- for Id4 hours instead. If ship movement lightning. There is a 5 percent chance
ment or a failed Ship Sailing skill roll can is relevant to game events during this that lightning strikes the ship in a ran-
indicate that this is the case. When ships phenomenon, adjust the movement rate dom location at a random time during
collide in fog, each damages the other, accordingly. Otherwise, a squall has a the squall. Damage effects are deter-
inflicting 2dlO points of damage to the negligible effect on movement and travel mined as per the lightning spell; the
other ship's hull for each 50 hull points of time. Damage Table can be used to determine
its own. Submerged rocks or reefs cause If a squall is sighted while still on the the location of damage to the vessel.
from IdlO to idlOO points of damage, at horizon, it reaches the vessel in Id3 turns. Storm: A storm brings rain or snowfall,
the DM's discretion. If it is not sighted in advance due to fog, high seas, and forceful winds. As with a
darkness, or other conditions, the first squall, storm clouds can be sighted on the
Frozen Precipitation: Frozen precipita-
clue to its approach is the sudden shift in horizon. Storms move more slowly than
tion refers to three specific kinds of pre-
wind force and direction 2d8 rounds squalls and can occasionally (5 percent
cipitation: hail, sleet, and freezing rain.
before the squall arrives. Randomly chance) be outrun or avoided by chang-
Hail or sleet occurs between 30 and 50
determine which compass direction the
degrees Fahrenheit, when it rains and the ing course.
squall is approaching from. That A storm strikes a ship 2d6 turns after it
upper atmosphere is colder than the
becomes the new wind direction for the is sighted on the horizon. Wind veers to
lower atmosphere. If the DM decides
duration of the squall. the direction the storm is coming from,
these conditions do not exist, ignore this
Roll Id4 to find the force of the squall. affecting movement and waves as
result. Otherwise, there is an 80 percent
On a result of 4, it is an especially violent described under Weather Conditions. A
chance of encountering either hail or
squall which can endanger an unpre- storm lasts one day, with a 20 percent
sleet. Hail or sleet lasts Id4 hours, reduc-
pared ship. A ship prepares by clearing chance of continuing a second day and a
es vision to one-fourth of normal, and
decks, securing gear, and heading directly 10 percent chance of continuing each
coats the deck with ice pellets or slippery
into or away from the squall if it is expect- subsequent day. Lightning accompanies
slush. If the waves are high or storm-
ed to be a forceful one. A successful Ship 20 percent of storms, with a 5 percent
tossed, the DM can require Dexterity
Sailing check allows a mariner to recog- chance per day of hitting the ship.
checks from characters attempting even
nize the approach of this weather if it Resolve damage as per the lightning
ordinary maneuvers on this slick footing.
can't be seen. A second check allows the spell.
Freezing rain occurs when rain falls
captain or helmsman to judge its proba- Roll Id6 to determine the force of the
through a cold air layer that is not deep
ble force and change the heading of the storm. On a result of 5 or 6, it blows with
enough to turn the rain to snow as it falls.
ship if necessary to ride it out. great fury and is a particular danger to
Instead, the rain freezes and turns to ice
If the ship is unprepared to weather the unprepared ships. A vessel in a storm pre-
when it lands. There is a 20 percent
squall, the DM must decide if unsecured
pares for bad weather in the same manner storm is headed. If this full movement age rolls are doubled, as are the effects of
as for a squall. The crew is allowed the takes the ship into a hex which contains storm-related damage. For example,
same Ship Sailing skill checks to notice land or an island, the captain must make loose cargo in a hold causes 4 points of
the approach of bad weather and put the a Ship Sailing roll to avoid wrecking his hull damage per load rather than 2.
ship on an appropriate heading if need- ship. This roll is penalized by -1 in a A ship that tries to maneuver normally
ed. force 5 storm and - 2 in a force 6. A natu- during a hurricane runs a great risk of
Persons on deck in a force 5 or 6 storm ral 01 means failure in spite of the cap- being capsized or heavily damaged. A
also check against Dexterity once each tain's best efforts, due to circumstances of vessel generally heads straight into a hur-
day of the storm. Failure means a fall or weather and currents. If a ship grounds ricane storm or runs directly before it, as
mishap, and the character must make a itself, the DM decides how damaged it is explained under Storms. Each time the
second Dexterity check. A second failure and how much of the crew and cargo, if ship maneuvers or alters course, the cap-
indicates that that person is washed over- any, can be salvaged. tain must make a Ship Sailing skill check,
board in the storm. The DM can decide On a successful Ship Sailing roll, the modified by —4 for every hex face he
what happens afterward. ship continues its full movement left or changes the heading. If the roll fails,
If the ship is unprepared for the storm, right along the coastline. If the coastline there is a 25 percent chance that the ship
the DM determines whether items are bends so that the ship must turn back capsizes immediately and sinks within
lost overboard. If a force 5 or 6 storm into the storm, another Ship Sailing Idl2 turns. If the ship does not capsize,
strikes from any quarter except dead check is made at a penalty of -4. If roll four rimes on the damage table.
ahead or astern, there is a 10 percent failed, the ship is wrecked. If not it can Damage results are doubled in severity.
chance for ballast or cargo problems as continue its progress or use the following Characters on deck make a Dexterity
detailed under Squalls. However, cargo tactk. check each day of the hurricane. The rolls
which is loosened during a storm does 2 A second storm tactic is to face into the suffer a penalty of —4 unless characters
points of hull damage per load rather heavy weather and ride it out. This is are tethered to safety lines. A failed roll
than 1. common practice within 200 miles of a indicates a mishap or a fall, and a second
The captain must make a Ship Sailing coast, where the land limits the distance a Dexterity check must be made. Failure
skill roll for each day of the storm to avoid ship can run before a storm, A vessel in indicates that the person is washed over-
storm damage and again for each hex- this circumstance is pushed backward by board in the storm. The DM can decide
face of turning if he alters the ship's head- the storm at a rate equal to 20 percent of what happens next, but persons lost in a
ing. These rolls are modified by -1 if the its base movement rate per day. Obvious- hurricane are hardly ever rescued unless
storm is force 5, ~ 2 if it is force 6, and — ly, it is dangerous to attempt this too close they were wearing safety lines.
2 for every 1,000 miles traveled without to land. Ships moored offshore which see Waterspout: A waterspout is a tornado
proper maintainance. If a natural 01 is a storm approaching often move out to that forms over water and follows a com-
rolled during the skill check, storm dam- open sea to ride it out. Vessels using this pletely random path across the sea. Most
age occurs anyway, reflecting natural wear tactic often employ a sea anchor, consist- last for Id20 turns, but 10 percent of
and tear, and nothing the captain's skill ing of spars, canvas, barrels, and similar them last for IdlO hours. There is a 5 per-
could have avoided. Use the Damage flotsam tethered to a cable and let out cent chance that a waterspout will hit a
Table to find the nature and effects of behind the ship. The extra drag helps vessel regardless of the ship's maneuvers
storm damage. An additional roll is made keep the vessel headed into the wind and to avoid it.
in a force 5 storm, and two extra rolls are waves, and helps slow its backward move- A waterspout has a 50 percent chance
made in a force 6 storm. ment by 5 percent. of lifting a sailboat out of the water, but
For each day a storm lasts, the ship is Finally, magic can be used to counter only a 5 percent chance of doing this to a
blown IdlO x 10 miles off course, or more the effects of a storm. Merchant-princes ship. A vessel that is lifted by a water-
if the DM wishes. (Navigation explains excel in this, typically calming the wind spout takes IdlO x 10 points of hull dam-
how to get back on course.) Some sailing and water around their vessel and creat- age and is dropped IdlOxlO yards away in
tactics are intended to minimize this ing a magical wind to blow them out of a random direction. When the vessel
problem and hopefully also prevent the stormy area. drops, it suffers another Id6 x 10 points
excessive storm damage to a ship. Hurricane: A hurricane brings four of hull damage.
One common tactic is to run before a days of incredibly powerful stormy If a ship is struck by a waterspout but
storm, hoping that it will blow itself out weather. It cannot be outrun or avoided does not leave the ocean's surface, roll
before it completely overtakes the ship. except by the use of magic. It is preceeded four times for storm damage on the Dam-
When this tactic is used, the captain does and followed by 1 or 2 days of regular age Table and double the severity of the
not have to check for storm damage. The storms as described above. effects. Persons on deck save against Dex-
vessel sails its maximum movement in a A hurricane doubles the ship's normal terity. Failure means they are plucked up
straight line in the same direction the movement rate. Modifiers for storm dam- by the watery wind, suffer 3dlO points of
Sail IN q
damage, and are dropped Idl0xl0 yards Damage Table
away in a random direction. Roll Damage HP(1) 2dI2 Location Lost Description
Whirlpool: Ninety percent of the
2-3 Mast -10 Mast snaps, tearing away rigging and sails. When all masts are gone,
whirlpools encountered are natural phe- ignore yatdarm or sail damage and roll again. (2)
nomena found in coastal areas in rela- 4-7 Yardarm - ld4 Yardarm breaks, taking sail and rigging with it.(3)
tively shallow water (100 feet deep or 8-10 Sail -Id4 Sail rips or blows out, becoming useless. (3)
less). They are usually the result of strong 11-18 Hull -Idl0 Planks above the waterline are sprung
19-21 Hull -2dl0 Planks below the waterline are sprung
tide and current effects through unusual Major structural damage: broken planks, splintered timbers, etc.
22-23 Hull -3dl0
ocean bottom configurations. The 24 Steering - 10 Rudder cables snap or wheel is disabled. (4)
remaining 10 percent of whirlpools have
magical origins and can be encountered (1) Hull damage is doubled if it results When a ship has only 10 percent of its
anywhere in the ocean. from a hurricane. original hull points left, violent wave
If a whirlpool is already in motion, it (2) A ship's base movement is reduced action can break the weakened structure
can be avoided with a successful Ship each time it loses a mast. The speed up, inflicting additional damage until
Sailing skill roll. Otherwise, the water reduction is based on the original num- repairs put the ship above the minimum
begins its swirling rotation while the ship ber of masts, as follows. 10 percent.
is in its area of effect. A Ship Sailing roll Brisk Id2 hull points/day
at a penalty of - 2 must be made in order Percent of Original
Hull Points Base Movement Strong Id4 hull points/day
to escape, or the ship is swept around in a Squall,
giant circular path. Another escape Remaining Rate Reduced by
Storm Id6 hull points/day
attempt can be made each hour, but with 100 —
Storm (force
a cumulative penalty of - 2 for each hour 75 -20% 5 or 6) Idl0 hull points/day
the whirlpool swirls. A whirlpool lasts 50 -50% Hurricane 2dl0 hull points/day
Id6 hours. A ship caught in the watery 25 -100%
funnel at the end of that time takes 10 check for wave dmg A ship reduced to 0 HP sinks.
2dlOxlO points of hull damage, either
No. of Masts: 1 2 3 4
from being dashed on the ocean bottom
Loss of Mast cuts
NaviqatiON
or flooded.
speed by: Vl »/2 J
/3 V4 The Navigation skill described in the
Adventurer's Guidebook is important for
A ship blown before a storm will still
safe and accurate sea travel over any dis-
move even with no masts (see Weather
Use the Damage Table to find the nature tance. When navigation rolls fail, a ship
Conditions) because it drifts with the
and degree of storm or battle damage to a goes off course or becomes lost at sea. A
storm wind, but it cannot maneuver
ship. Battle damage is usually inflicted by vessel is off course when it is following a
except to turn directly into the wind.
enemy artillery fire. The location of magical heading other than the one it needs to
(3) After 6 points of yardarm or sail dam-
damage, although not its severity, can also arrive at its destination. It is lost when the
age is done, one mast no longer holds
be found on the chart. Storm damage is navigator is no longer certain what head-
sail. Treat vessel as if it has lost a mast for
checked as noted under Unusual Weather ing is needed to get it to its destination.
movement purposes.
or at the DM's discretion. Nonsensical However, even when a ship is lost, navi-
(4) A ship with disabled steering drifts
results should be ignored: a ballista attack gators and captains usually have a general
until the bow points into the wind. If the
from the front of a ship will not snap the idea of where the nearest large land mass
weather condition is "strong" or worse,
rudder cables, for instance, nor can a ship might be. If all else fails, a voyage can be
the ship may be hit broadside by waves
with already-broken masts lose another. In interrupted to find that land mass and
and capsized if it does not turn into the
such cases, either roll again or assign the pinpoint the ship's location.
wind quickly and stay there precisely. Roll
damage to the hull. If there is no one with Navigation skill
against Ship Sailing skill to avoid this
directing the ship's travel, there is a far
Damage and Movement: Find the per- problem. A force 5 storm penalizes the
greater chance for the vessel to become
centage of original hull points remaining roll by — 2, a force 6 storm by - 4, and a
lost at sea. A character with Ship Sailing
in a damaged vessel. The ship's base hurricane by -8.
skill can apply that ability to navigation
movement rate is reduced by the amount A sea anchor is usually employed to
attempts but each roll is modified by -
indicated below. A sailing ship with only accomplish this steering maneuver. If the
10. A character with only Boat Sailing
25 percent of its hull points remaining is ship is already using a sea anchor when the
skill is successful only on a die roll of 2 or
too severely damaged to sail. It drifts with steering is lost, the Ship Sailing modifiers
less, and a character with none of these
the wind and current until it is repaired. above become -0, -2, and -4, respec-
skills navigates correctly by mere luck on a
tively. A capsized ship sinks in Idl2 turns.

40
roll of 1. Water elves add +1 to their every point by which the roll failed. This The details of sea encounters are for the
Navigation skill rolls for each of their false position is in a randomly selected DM to set, but these guidelines apply.
senses (direction and navigation) that is direction downwind of the storm and the Merchant ships are generally on the
working correctly at the time. Navigators ship's original position. If the ship was lookout for pirates, especially when other
without the correct sea charts suffer a - 2 already off course at the start of the ships are encountered. Pirates often dis-
modifier to their rolls. storm, the navigator's new position esti- guise themselves as merchant vessels.
All navigation rolls are made secretly mate is based on where he thought the Navy ships sometimes stop and inspect
by the DM. Failure means wrong conclu- ship was. vessels they suspect of being pirates or
sions, which the DM should impart to the Finally, navigation checks are made any smugglers. Smugglers avoid other ships.
character as if he were navigating correct- time the ship encounters fog or overcast Their craft tend to be fast so they can out-
ly. Characters who suspect they are off skies. If the check fails, the ship drifts run others, and they carry rich cargos.
course or lost can save vs. Intelligence or into a new heading, turning 1 hex face for Rules for chases and evasion are given in
Wisdom, whichever is greater. A success- every 2 points by which the roll failed. the Expert rulebook on page 44. Ship-to-
ful roll confirms the truth of the matter When the weather clears, another check ship combat is further discussed under
and permits a second Navigation check at can be made to get back on course. The Privateers.
— 5 to the roll. If successful, course is cor- DM can assign modifiers to the roll to Islets and reefs encountered are naviga-
rected or the ship's position pinpointed. reflect the ease or difficulty of realizing tion hazards. They can be avoided with a
When characters are off course, the DM the ship is off course. successful Ship Sailing skill roll, but if
must keep track of two ship positions: the they are hit they inflict from IdlO to
true one, and the false one where the Sea ENCOUNtCRS IdlOO points of hull damage. Many small
characters think they are. There is a 10 percent chance per week uncharted islands are scattered across the
Navigation checks are made in the fol- of travel of having an encounter that is ocean; they are not normally a navigation
lowing circumstances. After every week not weather related. There are two sets of hazard, but offer a chance to explore and
of travel with brisk or strong winds, the encounter probabilities. One is for forage.
vessel is likely to drift downwind of its coastal waters and sea lanes—places heav- Monsters abound in the ocean. From
course. A successful Navigation check ily traveled by ships. The other is for sirens luring sailors to their deaths on
keeps it on course. Failure means the ship uncharted waters and the high seas, the rocky islets, to the formidable kraken of
has moved one hex downwind of its form- latter being those ocean areas away from the deep sea, the DM should have no
er position. If this would put the vessel in sea lanes and land masses. problem finding challenging monsters in
sight of land, inform the crew what they Coastal and Sea Lane Encounters the D&D® rule books. Sea creatures are
see. 01-33 Ship, merchant usually sighted at normal distances (40-
During a storm or hurricane, keep 34-40 Ship, pirate 240 yards), with modifiers as needed for
track of the distance traveled by the ship, 41-50 Ship, smuggler weather and sea conditions. Even such
the direction it is blown in by the storm, 51-60 Ship, navy ordinary things as kelp beds and icebergs
and the amount, if any, by which it is 61-70 Islet/reef can be treated as monster encounters if
blown off course. After the bad weather, 71-00 Monster they are close enough to endanger a ship.
a Navigation check is made. Success pin- Additional encounter information is
points the ship's current hex and head- Uncharted Waters and Seas Encounters given on page 44 of the Expert rules.
ing. 01-20 Ship, merchant
If this roll fails, the character's estimate 21-30 Ship, pirate
of the ship's position is one hex off for 31-50 Islet/reef/island
51-00 Monster
Secnets of tl7e MiNROttyaD Elves
Water Elves - his office, but the elves kept news of their As with other relics, this range returns at
clan relic from their human neighbors. the rate of 5 feet per day.
When Caiitha Starbrow ascended to These old habits of secrecy die hard. The The Pearl of Power can cure blindness,
immortality in Evergrun, she created as Pearl of Power is seen by few in Minro- cure disease, neutralize poison, cure seri-
her test the Pearl of Power, a living relic thad, and spoken of by fewer. ous wounds, Identify magical items, and
that is the close-kept secret of the water The relic appears to be a massive turn undead in the same way as other clan
elf clans of Minrothad. irridescent pearl 3 feet in diameter. It relics. The pearl is also used to make sev-
The original pearl was left in Evergrun glows with a gentle golden-pink light, eral magical items valued by the water
when some of Starbrow's followers illuminating all within a 40-foot radius. elves. Through the medium of this relic,
migrated with Ilsundal out of that land It is warm and smooth to the touch, and the immortal Calitha bestows unique
(see GAZ5). A ftagment of the pearl was rests on a giant shell lined with mother of spells on the keepers. These spells are
secretly taken by Poladan Meditor, at that pearl. The shell came from a giant oyster marked with (K) on the merchant-prince
time an assistant keeper of the relic. The in local water, and has nothing to do with spell list.
original pearl has since become lost to his- the pearl's powers. The relic is located in
tory and is believed destroyed. the hidden Grotto of the Pearl in the sea Relic Cnafts
The relic is a semi-sentient creation, caverns beneath Seahome on Alfeisle.
growing over the ensuing centuries from Pearl fragments are used to create spe-
If a hand-sized layer of the pearl is cial magical items.
a ftagment into an entite Pearl of Power. chipped off the relic, the scar left where
(The method for doing so is explained A pearl fragment ground up is the pri-
the fragment was removed heals over the mary ingredient in a potion of water
below.) At first Meditor was secretive course of one year. These fragments are
about what he had done. For a long time movement made by the water elves. This
used to craft various magical items, as potion allows the imbiber to move under-
the water elves had no relic at all to speak explained below. Removing more than
of, and when the fledgling pearl began to water or on the Elemental Plane of Water
one fragment a year reduces the pearl's as easily as if he were surrounded by air.
develop, the new keeper and his assist- turning range by 5 feet. When that range
ants kept the news to themselves. When The effect lasts for one day. It does not,
drops below 300 feet, it loses one spell- however, enable him to breathe underwa-
the power of the off-shoot relic became like ability (randomly determined) for
noticeable, the keeper was confirmed in ter; some other method is required to
each 5 feet the range is further reduced. gain that ability.
A ring of water walking can be crafted
SeatjOMe ovenview exteRiOR from a pearl fragment. Not only can the
ring's wearer walk on water, but so can
anyone in physical contact with him
when he exercises this spell effect. Some
water elf merchant-princes are gifted
with these rings in thanks for their serv-
ices to the elves of Seahome.
For special purposes, three fragments
of the pearl are sometimes used to create a
staff of air and water. This staff also pro-
vides the ability to breathe water, and its
effects on the Elemental Plane automati-
cally extends to a 10-foot radius. A staff
of this type cannot be bought, but is
sometimes given to a hero to aid in a
quest important to the water elves.

42
~A KT
;1<^j-HiM^y-a-u-Q-a4^QQ4^a-y-B-a^^
Secuets of tlje MiNKOtl7at> Elves
5/7/p of Pea i?/ - grow. After Id4 centuries, the pearl and a few brave companions went on a
reaches maturity and its sentience quest to find a new relic for the Verdier
The keeper and his assistants can use
awakens, whereupon it gains the same wood elves.
the Pearl of Power to create a ship of
abilities as the original Pearl of Power. The keepers were gone for five years.
pearl. The vessel is made in this manner.
After adventures which took them to the
Once each month the pearl is rituaHy
bathed in the seawater of the grotto. Woob Elves planes of the Immortals, Alawyn and her
friends returned, much aged and fewer in
When all the seawater but one drop has The Verdier clan of elves left their clan number, but with a relic of sorts for their
evaporated, the keeper captures that tree behind when they emigrated from isolated clan. They had brought with
droplet in a vial made of pearl fragment. their homeland. Some say that tree was them the Carven Oak, a powerful artifact
This is repeated throughout the years the inspiration for Ilsundal's later crea- given to the wood elves by the immortal
until the vial is full of sea dew, a process tion, the Tree of Life, familiar to so many they follow.
which takes 100 years to complete. Mean- mainland elves (see GAZ 5 and CM7, The Carven Oak is a life-sized carving
while, a layer of pearl the width of one Tree of Life). However this may be, the of an oak tree. It stands 30 feet tall and is
hand is chipped off each year and set Verdier elves arrived in the Minrothad made of solid wood, of a type even the
aside for the future construction of the Islands without any relic at all. Whatever forest elves cannot identify. The trunk
ship. More fragments can be collected if sprig or offshoot of the clan tree went and branches are carved to look like bark,
desired, but each in excess of the first with them had perished during their long the leaves resemble leaves down to the
reduces the pearl's power as noted above. travels. finely-detailed veins. Besides the leaf-
When enough fragments are collected, When these elves isolated themselves covered branches, the Carven Oak was
they are mortared together into the shape from their water elf kin in the early days made with 100 separate branchlets stand-
of a ship. The cement is made of ground on Alfeisle, they withdrew into the for- ing starkly alone.
mother-of-pearl with half the sea dew ests heartsick for the woodlands they had The Carven Oak stands in a heavily
mixed into it. Finally, at the right left behind. Alawyn Verdier was keeper at guarded sacred grove not far from Verdun
moment of the year, the ship of pearl is that time, although no relic existed for on Alfeisle. Mahogany grows in this
annointed with the rest of the sea dew, her and her assisrants to guard. Discon- island forest, but the Carven Oak stands
and the magical craft is ready to be used. tented with her useless existence, Alawyn alone in a clearing 200 feet across. The
The ship of pearl holds 10 elves. Obey-
ing verbal commands, it travels on water
to any place named, moving 360 feet per SeafjOMe iNSiOe QRotto
round or 215 miles per day. The ride is
smooth to those within the ship, regard-
less of wind, weather, or wave conditions.
The ship can travel on fresh as well as salt
water, and magically avoids navigation
hazards such as islets and reefs. If such lie
unavoidably between the ship and its
destination, it stops short near the obsta-
cle until told where to proceed.
The Minrothad water elves have never
made a ship of pearl, although the keeper
knows how it is done. Now, for the first
time in centuries, they have enough of
the required materials to cteate one if
they wish.

tlje PeaxI
If a full vial of sea dew is used to anoint
a pearl fragment freshly removed from
the mother pearl , the fragment soon curls
in upon itself and takes on the appear-
ance of a normal pearl. If this pearl is
bathed monthly in sea water and the
proper rituals performed, it begins to
Secuets of tlje MiNROttjat) Elves
artificial tree is deeply rooted, originally an is imbedded in the Carven Oak and If a power costing more than 50 power
with the base of its trunk set deeply in the bound to serve the wood elves, the result points is used, there is a 50 percent
ground. It appears that the trunk has tak- of a dispute he lost with the creator of the chance that the user's next saving throw is
en root in the past century. Although the artifact. This is unknown to any but the penalized by — Idl2.
rest of the artifact is clearly dead wood, its keeper himself. It is because of Oleyan's
keepers are hopeful that it may be turn- presence that the Carven Oak has begun ActivatiON
ing into a living tree. to take root. He has 1,500 years of service These powers can be activated in two
left, or until the artifact is destroyed. ways. The most common is to touch the
Autif act Poweus Oleyan will help anyone who comes to Carven Oak and invoke the name of the
destroy the Carven Oak, for he has long power. The second way is to break off one
The Carven Oak is a greater artifact cre- since become bored with this existence.
ated by an immortal of the Sphere of of the leafless branchlets of the artifact.
He can communicate telepathically with At any later time, the user can break that
Time. It possesses none of the powers of anyone touching the Carven Oak, but
traditional elf clan relics, although its branchlet in half and invoke the name of
does not do so unless he senses that per- the desired power. The power then takes
powers are great enough in their own son might be sympathetic to his desire for
right. Only the current keeper, Rewen effect as if the user were touching the arti-
freedom.
Verdier, and his senior assistant, Hani fact. If a branchlet is broken without a
When control plants, speak with power being named, it is not wasted;
Ohwn, understand all the powers, uses, plants, or pass plant is used, there is a 20
and dangers of the artifact. each lesser length retains its power until
percent chance that the user loses 1 hit one artifact ability is invoked. This ability
The artifact is charged with 500 power point permanently.
points. It recharges at the rate of 20 can only be used once per branchlet, no
If two powers are used in a single day, matter how many twigs it is broken into.
points per turn, or 120 an hour. The arti- the user suffers —50 percent to attack
fact has these powers: This latter method of activation in
ranges for missiles and spells for the next effect makes each branchlet a one-time
A Control Plants 35 24 hours. magical device that can be used at any
A Control Animals 60 Penalties: When wish is invoked, distance from the carven oak. These
A Turn Wood 45 there is a 90 percent chance that the user branchlets are given on rare occasions to
A Blight 10 will die. There is no saving throw, and adventurers or heroes working in the
B Speak with Plants 30 this effect does not reverse itself if the cause of the Verdier clan. When the keep-
B Find the Path 80 artifact is destroyed. er gives a branchlet for this purpose, he
B Pass Plant 35 When using find path, control tells the recipient what spell effect the
C Warp Wood 15 animals, or create normal object, there is branchlet has. He does nor mention that
C Create Normal Object 75 a 60 percent chance that the user becomes any branchlet can invoke any power, nor
C Wish 100 compelled to serve the wood elves as if what the full range of powers are. If a per-
D Cure Wounds 15 under a geas. This does not occur if the son receives more than one branchlet,
character is already serving the elves with they are painted or tied with colored
his use of these powers. string so that the supposedly separate
The Carven Oak has these handicaps When warp wood or cure wounds are spell effects can be told apart. There are
and penalties. Handicaps are permanent used, there is a 5 percent chance for the currently 82 branchlets remaining on the
effects; penalties wear off when the dura- user to age 15 years. Carven Oak. Once they are gone, they
tion has expired or the artifact is no long- For each power used, there is a 50 per- cannot be replaced. No other pieces of
er possessed, cent chance that the user's Dexterity wood from this artifact have the same
drops by — 3 for one day. remote power effect.
Handicaps: The junior immortal Oley-

44

.^Wi^Q-MHJ^^Q-B-aHJ-mMHH^^
aisit) Cities: A tRabeR's TTOUR
—with commentary by wood elf Elgis 's Isle to guide foreign ships into these ports.
Carver, Master Trader, Guild Verdier Pilots meet incoming ships in rowboats or
Trader's Isle is a misty, foggy place, navy patrol ships, but in winter storms
It be a. life-long mutter to learn each especially along the north shore where and at night time most vessels —
town and village of the Minrothad the largest settlements be. It takes a can- including those of the guilds — wait for
Islands, Each has its own look and feel, its ny navigator to work through the shoals
own specialties to trade, its own interests better visibility before attempting to
outside of the harbors. When the make harbor.
to protect in politics. I been plying these Dragon's Breath trade winds blow clear, The humans of Trader's Isle have been
waters over four hundred years, taking you can see the peaks of Trader's two
Guild Verdier business atwccn the vari- plagued with lycanthropy in the past;
extinct vokanos: Landfall Peak in the outbreaks continue today. Lycanthropes
ous guild islands. No mainland trade for north, and Immortal's Home to the might be encountered anywhere on this
me! There be enough people here in this south. The first colony leader, Minroth, island. This problem is not mentioned
vasty territory to keep an honest trader disappeared on Trader's Isle when he
busy for hundreds more years. abroad, and should come as a surprise to
hiked to the top of the southern volcano. PCs who encounter werecreatures.
The islands of the Minrothad Guilds Minrothians believe he be there still, a-
occupy 6,552 square miles. They are waiting for a good time to return.
inhabited by a population of mixed races Nithian Reef guards the entrance to Our capital be Minrothad, on the
totaling 280,000. The ocean's bounty Harbortown. Gornly Shoals outside the
and the quantities of food imported by northeast side of Trader's Isle. We some-
city of Minrothad both protects the capi- times call it the city of Minrothad, or sim-
Minrothad allow this nation to support tal and offers good fishing for local fisher- ply "the city," so as not to confuse it with
the densest urban population found on men. Under most conditions, the name "Minrothad Guilds." It's big-
any islands of the Known World. Mintothaddans can navigate these haz-
The geography of the Minrothad Isles is ger than many a continental trade city.
ards without difficulty, but foreign sailors The sea port has plenty of moorage for
described in the Adventurer's Guide. The do so with a penalty of - 6 to Ship Sailing ships, bat them that come to trade and
products and businesses in towns of interest skill rolls. For a fee (see Speculative not just take on supplies sail up the
are dictated by the race and guild found Trade), the harbor master provides pilots LithwUlow River or get towed the
there, which are also detailed in the Guide.

45
aNt> Cities: A 'CRa&eR's
quarter-mile to the city proper. city. These stronghold towers have a 600- at intervals with statues commemorating
Minrothad stands mostly on a fortified foot-high base and are surmounted with famous figures in Minrothad history. The
island inside the Alphatian Caldera. That a second, narrower tower which rises an bridge is supported by a single massive
be what little is left of an old volcanic additional 100 feet. The stronghold tow- center pylon, resulting in two tall, wide
cone that blew itself up, filled now with a ers flanking the sea gate have catapults, arches under either half of the roadway.
lake formed by the Lithwillow Rivef. The but other towers are topped with ballis- These arches are high enough that gal-
Lithwillow drains down from Landfall tae, easier to use in the relatively short leys, most sailboats, and ships with their
Peak, into the caldcra, then downhill ranges within the caldera. masts unstepped can pass beneath.
again to the sea. Ah, the city be a grand The river gate (4) to the inner harbor is At the landward end of the Hammer-
sight in the sunrise—like a fairy city, hung with two sets of butterfly gates. span is a 400-foot-tall bridge barbican
afloat on the misty water, ringed about This gives admittance to a broad, protect- (10). It opens into the Outer Market (7)
with high towers of white stone. Ship ed lagoon, an artificial harbor beneath of Market Town, where farmers, fisher-
captains say there are few places that look the fortifications of Meditor Hall (20), men, and Trader's Isle inhabitants bring
as grand when they're first seen, the palace and stronghold of the ruling their goods to trade. Livestock is kept in
guild master. Opposite the river gate are the pens and stockyards (8) while laborers
The city of Minrothad has a class B port and many members of the first caste
docks for six fighting galleys, Minrothad's
and shelters a population of 25,000. It is reside in districts near the wall (9). The
reserve naval force for defense against
the seat of government for the Minrothad main gate of these outer fortifications (6)
enemies who might make it as far as the
Guilds, the busiest trade city and largest stands 400 feet above the water and 250
Alphatian Caldera. In the center of the
port in the islands, and is the base of feet above the surrounding land.
lagoon is a man-made island ringed with
operations of the oldest trading houses in docks. Water-powered elevator platforms On the island side of the Hammerspan
the nation. Any sort of character can be is the Minrothad city gate (11), an
descend from overhead to hoist goods up
encountered in Minrothad and almost elaborately-carved ediface which towers
to the level of the city. In this way enemies
any type of good can be purchased here. are prevented from easily entering Minro- 500 feet above the water level. The city
Strong dwarf-built fortifications and its gate opens into the Lower Market (12),
thad in time of war.
peculiar geographical location make this where local crafts, produce, and cheap
One staircase is concealed at the rear of
one of the most impregnable settlements imports are sold. The Lower Market is
the galley storage sheds, but it is intend-
of the Minrothad Islands. flanked by the shops and workspaces of
ed for use only in manning the war ships
The Alphatian Caldera where the city second caste peddlers and craftsmen (13),
if there is no time to use the elevators.
is located was named for the colonists Treat this as a secret door for characters most of whom live behind or above their
who founded New Alphatia on this site. attempting to discover its location. The shops. The residences and workshops of
What little remains of the volcanic for- the more prosperous second caste Minro-
staircase is protected by an earth elemen-
mation is not far above sea level. The thaddans are found to either side at a
tal, conjured for this purpose and perma-
Lithwillow flows downhill to the sea, but greater remove from the city gate and
nently bound to this location. The
its channel has been widened and leveled elemental normally appears to be part of Lower Market bustle (14). First and sec-
to eliminate rapids and accomodate tow- ond caste citizens engage in complex
the stone wall next to the concealed stair-
ed vessels. Similarly, the caldera has been case entrance. The elemental attacks any- manufacturing work in the factory dis-
dredged and widened to allow maneuver- tricts (15), where weaving, woodwork,
one who searches for and then opens the
ing room for the ships which make port at and other labor-intensive crafts are con-
entrance, since it is thought that only
Minrothad city. ducted. In all of these neighborhoods,
unauthorized persons would need to
Minrothad is built out of quarried craftsmen group together in distinct
search for this portal in the first place.
stone and bricks. Most residential build- areas, identifiable by names such as the
The staircase is also trapped so that it
ings are two or three stories tall, with Street of the Oilsellers or Candlemakers
will collapse with the pull of a lever in
bricks of dwarf-made tufa, which is com- Lane.
Meditor Hall, thus denying egress to the
pacted volcanic dust. This outer city crafts district is sepa-
enemy. This is done only if the elemental
The crenelated fortifications are fails to prevent the enemy from using the rated from the inner city by Craft Row,
impressively tall, rising to great heights which forms half a ring around the city.
out of the surrounding water. The major staircase.
At the opposite end of the city is a sin- Craft Row connects the shops and dis-
wall which rings the outer city (1) is 400 tricts where the most common crafts of
gle bridge, the Hammerspan (5), con-
feet above the water level, set at intervals the Minrothad Guilds are produced. It is
necting the city of Minrothad with its
with round towers (2) standing 500 feet considered the greatest shopping street in
land-based outer fortifications in what is
high. Towers (3) which guard the ruling the country, famed as a place where the
locally refered to as Market Town (6-10).
guild master's stronghold and the harbor greatest variety of products can be seen on
The Hammerspan is nearly 150 feet wide
gates ring the southwestern portion of the
and over 300 feet long, crenalated and set display in one place.

46

:XJWoMaMMOJHHKKHi-MHiK^
T:OWNS aNO Cities: A OiaOen's Coim
MiNROttjaO city oycRview_*~-^X-

The defensive wall (16) of the inner narrow windows and solid walls. Within, with defensive walls (21) which connect
city stands 550 feet above water level and the interior is decorated in a style reflect- to the stronghold towers (3). If these tow-
125 feet above the crafts district. The wall ing the ecelectic Minrothad taste. Alpha- ers are overrun the defenders escape
is pierced by Guild Master's Gate, which tian lacquered tables stand on costly across removable bridges (23) to the inte-
opens onto the Guild Master's Way. The Vestland furs and hold exotic carvings in rior fortifications. The bridge is with-
way runs through the center of the inner Thyatian marble. Products of the Minro- drawn, dropped, or burned. Inside, the
city, terminating at the ruling guild mas- thad Guilds hold honored places as well. fortress features courtyard stables (22)
ter's palace. The palace is impressive to foreign digni- and room for the ruling guild master's
Merchant residences and guild busi- taries, as much for the unusual collector's Mercenary Guild retinue.
nesses of the third caste ring the interior style in which it is decorated as for the Two regiments of Home Guard # 1 are
of the inner city wall (17). Here are silk wealth the materials represent. stationed inside this segment of the
merchants, gold and silver smiths, jewel- Meditor Hall contains government stronghold, while other units are based in
ers, dealers in magical supplies, and other offices in the outer portions near Guild Market Town and in the countryside. The
well-to-do traders in luxury goods. Closer Master's Way, while Oran Meditor's fami- Home Guard in Meditor Hall drills regu-
to the center of the inner city are the resi- ly and private quarters are in the more larly with horses. This mounted capabili-
dences of the fourth caste guild and craft remote sections closer to the river gate. ty is part of their quick-response tactics in
masters; closer to the palace are the town- The first consort oversees state receptions case of attack.
houses of merchant-princes and members and other functions held in this building,
of the council of guild leaders (18). In the which also houses offices used by foreign HanOontowN
center of this elite pan of town lies the ambassadors and the council of guild
Even when there were a sight more
Upper Market (19), where the best of leaders. The seneschal of the city of humans around, the Corset family always
imported goods and uptown crafts are Minrothad has his residence just outside had their hand in Hafbortown 's business.
displayed for sale. Meditor Hall at the head of Guild Mas- Even though Harbortown be smaller than
Meditor Hall (20) is the palace and ter's Way. The seneschal uses offices and the city ofMinrothad, Guild Corset trade
stronghold of the ruling guild master. staff in the ruling guild master's palace to be very prosperous. But I warn ye this:
Although carved and ornamented, the take care of the business of the city. plots be fast and thick in Harbortown. If
exterior shows defensive practicality with This palatial stronghold is reinforced

47
trowNS aND Cities: A Cuabeu's Coun
you be friendly to Oran Meditor or Guild Glantri wizards, Thyatian assassins, and They be cheerful, industrious folks, with
Elsan, you'll not be too welcome if you other specially skilled persons can be fre- the finest restaurants in the Minrothad
plan on staying. That never interferes quently encountered in Harbortown. In Guilds. There be a number of humans
with a sale or a trade, of course. But most instances their identity will be care- and other folk living in Malfton—
Guild Corser has its own mind on how fully disguised, but they are far more members of Guild Quickhand—but
things should run in politics. powerful in random encounters than they'll never outnumber the halfJings.
Harbortown has a class C port and a player characters might expect.
Malfton has a class E port and a popula-
population of 12,000, comprised mainly tion of about 5,000 people. Approxi-
of humans. Situated on the western shore OPEN mately 4,000 are halflings, with
of Minroth Harbor, the town is undergo- Open Isle be not much to the eye, additional hundreds of elves, dwarves
ing a rapid expansion. It has doubled the unless you like flat green fields and neat and humans. Almost without exception
area within its walls by building new for- little houses. Monotonous to look at, like these nonhalfling residents are members
tifications and a new stronghold for the the ocean on a calm day: acre after acre of of Guild Quickhand or merchants repre-
Guild Corser guild master. cane, waving in the breeze, or fat-leaved senting trading concerns.
Harbortown is now divided into two little plants growing in rows. A few trees This town is the capital of Open Isle. It
towns, the old and the new. Old Town here and there, and then come the is built on Malfton Hill, near the delta of
contains ancient brick buildings, most of orchards, many numbering all dwarf the Quickhand River, about a quarter-
which are two stories tall. In this part of trees imported from the Shires. mile upstream from the ocean. It was the
town are old and aristocratic residences The soil be thin on Open Isle, and it first settlement made by the halflings
and the businesses and market places of takes a world of dirt-grubbing to make it after Malf Quickhand freed them from
the wealthy, well-established merchants. bring forth what it does. A thankless slavery. At the river delta the port accom-
Remnants of the old defensive wall stand place to work, I be thinking. But there's odates vessels as described under Specula-
in Old Town, and rubble from its demoli- no beating the spices and cork-oak that tive Trade. Goods are carted to and from
tion is being used to strengthen the har- come from there! That be one ofMinro- the docks, or are transported on river
bor wall and various stone docks. thad's greatest trade goods, andthehalf' barges.
New Harbortown encompasses the lings have done well by it. Malfton haiflings live in burrows dug
dwellings and workshops of common into the lower hillside (1), marked at the
craftsmen, but the walls go far beyond Open Isle supports one town and many contour lines on the map. On the upper
them to enclose much open ground cur- scattered farming villages of halflings. It slopes of the hill are the halfling shops,
rently used as pastureland. A second is the largest producer of spices and sugar manufactories, and warehouses (2). A
high-class merchant district is coming in the Minrothad Isles, goods which are market field (3) occupies the center of
into existence near the outer walls as the one of the guilds' most profitable trade Malfton, along with a complex of guild
well-to-do of Old Town build new homes items. A surplus is produced which meets offices and meeting halls (4). Halfling
and businesses on this land. the needs of Minrothaddans, and leaves a buildings are rustic in design, made of
Guild Corser dominates Harbortown, large quantity for export. rough-hewn stone and wood, and are set
Their goods and products are seen most Storms hit Open Isle with special force. in a parklike environment.
often in the town's markets, and their Winds are unbroken by hills or woodland Human (5) and elvish (6) dwellings
political interests are carefully protected and blast across the open expanse of fields and shops are built of wood and plaster,
as well. Persons who are known to sup- unmercifully. Human houses suffer peri- while dwarves (7) prefer those made of
port the ruling guild master, the political odic disasters from this onslaught of brick or stone. Compared to larger com-
guilds, or Guild Elsan have a very diffi- weather, which leaves the traditional bur- munities the human structures are clean,
cult time uncovering sensitive or valuable row homes of the haiflings untouched. well-built, and spacious. To the halfling's
information in Harbortown. Out of necessity many humans of Open eye, however, the dirt roads, lack of
Harbortown's waterfront district has a Isle have adopted the halfling style of extensive gardens, grass yards, and nar-
reputation of being tougher than most. housing, making them the only men and row alleys are very unappealing.
Fights and worse trouble are common women in the world to live in burrows in Malfton is laid out in districts accord-
there between locals and non-Corser visi- the halfling manner. ing to the Guild Quickhand crafts pur-
tors. Persons with political differences are sued in each area. The leather district
popular targets of harassment and mug- Ma/ft ON (pink) includes a large number of the
gings or robberies are not uncommon. Malfton be the pride of the halflings. elvish guild members. The fuel-makers
Guild Corser is clandestinely bringing Outside of the Five Shires it be the big- district (red) is dominated by halflings
in specially skilled mainlanders to disrupt gest and onliest halfling town with port and dwarves while the cottage industries
the rule of Oran Meditor. For this reason, and trade run completely by halflings. such as basket weaving and pottery
Cities: A 's 'Coim
(white) account for the humans and the the north is its highest point. The steeply- homes of the well-to-do are impressive
remainder of the halflings. sloped ridge gives way to fertile highland affairs built on isolated columnar
Merchants who carry import goods and valleys and forested hills. The forest islands—the farther out to sea, the bet-
traders who export Guild Quickhand grows so densely in these heights that ter. Built of timber and stone, island
products are in the more well-to-do even native elves have not explored the mansions (1) are round, multi-storied
neighborhoods higher up Malfton Rise island exhaustively. towers or nouses with overhanging sec-
(blue). In this area are also found guild When checking for sea encounters ond stories. Keeps (2) are located on the
halls and restaurants. The residences of within two hexes of Alfeisie, there is a 10 islands most distant from the coast. The
guild masters and the wealthy have simi- percent chance per day of travel that a strong ocean current which flows past
larly scenic locations (yellow). submerged reef is encountered when Seahome forces most ships to approach
\bunger halflings, many of whom are traveling on the southern and western from the north, passing unavoidably near
political guild members, have purchased sides of this island. This chance is in addi- these keeps on their way into and out of
Prospect Hill, the rise east of Malfton tion to any results on the Sea Encounters this port. Similarly, the land-based artil-
where they are developing a new halfling Tables (see Sailing Rules). lery and fortifications of the northern
town. These town pioneers are the defensive works (5) are located where
young, single, or poorer halflings, while they are because they defend the most-
those who remain in Malfton are the old- Water elves live in the northeastern used approach to Seahome.
er, mature family guild halflings with part of Alfeisie. Seaborne be their princi- Kesan Fortress (4) stands atop the
established businesses. Prospect-towners coastal spur which separates Seahome
pal city, second only to the city ofMimo-
do not welcome immigrants from other Grotto from Elsan Lagoon. The fortress is
thad in size. Only the best Minrothad has
islands, or Minrothaddans from guilds strictly a military building, with slitted
to offer be found in Seahome. Even
not normally joined by halflings. wealthy wood elves and some humans go windows, switchback passageways, and
Malfton fortifications consist of wood- interlocking rooms and walls. This was
out of their way to retire there and live in
en palisades (8) with towers built out of the first defensive structure built to pro-
luxury.
stone and timbers. The inhabitants of tect the Seahome Grotto, originally con-
Prospect Rise are just erecting their forti- Seahome has a class C port and a popu- structed and manned by the Kesan clan
fications, but the Malfton defenses were lation of almost 20,000. The inhabitants of water elves, and is commanded by
completed ages ago and are now in poor consist predominantly of water elves, their family still. Today it guards the
condition. There is not enough need to with a minority of the other Minrothad entrance to the lagoon in combination
warrant continuous repairs. Three forti- races represented. The city has a reputa- with the defenses of the Summer Palace.
fied wooden bridges span the river and tion as the wealthiest and most luxurious The Summer Palace (3) is both palace
barbicans guard two approaches to town. in the Guilds. It surpasses even the city of and fortress, intended to strengthen
Prospect-towners have constructed a fort Minrothad in architectural grace and Seahome's sea defenses while providing
at their end of the bridge. quality of living. pleasant living for its residents in the
The section of coast where Seahome is open air and sun—an enjoyable change
Alfeisie located is basalt rock that has weathered from the Palace of Pearl and Ivory,
into vertical columns. Columns farther located within Seahome Grotto. Within
Alfeisie be the longest of the islands, from the coast form isolated islands, the defensive walls the Summer Palace
ridged with high-bucked mountains and while closer inland they are covered with grounds are parklike in appearance.
covered with forested slopes. She be mote volcanic rock and topsoil which provides a Light, airy buildings are set amid gardens
rugged than she looks offshore from a. solid base for construction. Plentiful and landscaped open spaces, designed to
ship, with mountain valleys well hidden groundwater runs off from nearby hills conceal the defensive works from the
from the wanderer and submerged reefs and supplies the city with drinking water. sight of those within the palace.
for the unwary at sea. Seahome appears deceptively small for Two naval harbors (6) are located on
Alfeisie be home to the elves ofMinro- the numbers which live there. Only scat- the north and south sides of the Seahome
thad. We Verdier elves have harvested her tered cottages, mansions and a few for- Grotto entrance. Additional mooring for
trees since we first came here. We're the tresses are visible on the rocky coast and war ships is found in natural harbors
only elves we know of who reforest the columnar islands. Most businesses, beneath the central and southern basalt
woodlands. If you look, you can see the defensive works, and many residences are spurs. These harbors can be entered from
latest cut on the side ofGregus Ridge. out of sight in the grottos which have the sea, or descended to through either
Gregus Ridge is the central mountain been worn out by wave action beneath Kesan Fortress or the Summer Palace.
spine that runs the length of Alfeisie. The the basalt cliffs. The ships which defend Seahome are
inactive volcanic peak of Mount Olwin to There are several eye-catching struc- not part of the Minrothad Navy. They are
tures noticed by a visitor to Seahome . The galleys which are the property of Guild

mHHHJ04HHHHH*OM«HttHMHramHHHHH}^^
'COWNS Cities: A Trnabeit's t:ouu
Elsan. The vessels are manned by a volun- the Palace of Pearl and Ivory, a monu-
teer naval force of experienced water mental work completed centuries ago Vcrdon be unlike other Minrothad
elves, some of whom were trained in with the elves' profits from trade. The cit- settlements—praise the Tree for that! We
lerendi in the art and science of galley adel contains the palace as well as homes don't care to be trapped behind city
warfare. If attacked, these ships move to and residences of the water elf elite. walls, or cornered by the sea like the water
block the entrance to the grotto (8) and Long before they became rulers of the elves. Living in Verdon be like living in
utilize side tunnels as sally ports (7) and Minrothad Guilds, the Meditor clan lived the woods, with trees and living things all
waterways (9) for counterattacks. The in this citadel and led councils of elvish around. Some fools think our town is
currents and wave action in these con- government. Since the creation of the undefended, but raiding pirates have
stricted spaces are tricky; captains not guilds, the Meditors have left the palace found out differently, to their sorrow.
familiar with Seahome naval waterways to the water elf family guild, currently Verdon has defenses, all right. They are
negotiate these passages at -4 to their the Elsan clan. The Meditor family merely more subtle than most.
Sailing Skill rolls. retains residences in this part of the grot-
Seahome Grotto (10) is the largest of to, as do other leading elvish clans. Verdon has a class D port and a popula-
the two ocean caverns which comprise the Access to the citadel is limited to a tion of 13,000, most of whom are wood
water elf city; Elsan Lagoon (13) is about handful of steep stairways, designed so elves. It is the only large Minrothad
half its size. Both caverns together serve that defenders can easily attack from settlement which does not have walls or
as the port of Seahome. Basalt columns, above with missiles, rocks, or boiling flu- obvious defensive works. This is partially
carved in the likeness of gigantic trees, ids. The citadel is usually only lightly because the town was built at a time when
support the ceilings far overhead. Ships occupied, but is designed to shelter civil- the Minrothad Islands were a consoli-
moor near these pillars when not docked ians and become the final battleground dated group under the control of the
at a landing zone handling cargo, Seaho- in case of an overwhelming attack. guilds; inhabitants of Verdon did not
me Grotto shelters residences and busi- Against the grotto wall, at the rear of need to be as concerned about pirates or
nesses which produce high class or high the defensive outworks, is the palace, a hostile foreign colonists as the folk of ear-
cost items, while common items and masterpiece of decorative architecture. It lier settlements. Too, the wood elves for a
some export goods are manufactured in is built of elaborate and expensive mate- long time lived in scattered villages and
Elsan Lagoon. rials like ivory, mother of pearl, and gold, tree-dwellings in the southern woods of
Both grottos are ringed with an almost and is brilliantly illuminated with perma- Alfeisle. They founded Verdon only
solid wall of pueblo-like commercial and nent light spells. when trade increased to the point that
residential buildings. The structures are Unknown to most outsiders, the Grot- centralized services became needed.
interconnected, presenting limited access to of the Pearl is located beneath the pal- When the town was built, their wood-
from the sea, but joined in the rear by ace. There the Pearl of Power, the water land living habits carried over into its
roads and passages. The buildings are elf clan relic, is kept. The keeper and his design.
interrupted by landing zones (11), flat assistants who tend it live in the palace, so Verdon is designed around a central
water-level docks where ships can moor their comings and goings are unnoticed cluster of buildings which include ware-
broadside and load or deliver cargo. by most. The grotto can be reached from houses, shops, guild businesses and some
Heavy defensive gates of wood and metal within the depths of the palace or by residences. This trade center is in turn
open onto the landing zones to give entering the correct water-worn passage surrounded by trees, meandering paths,
admittance into the complex of grotto in the basalt sea cliffs one-quarter mile and park-like expanses with shops scat-
buildings. north of Seahome. The passage is nonde- tered about. Most of the elvish residences
The daily catch of fish is processed and script; it and the grotto were discovered and many of their workshops are in the
sold at the Fish Market (14) in Elsan only by accident, but it is now constantly treetops overhead. The trees are primarily
Lagoon. This section of cavern has addi- guarded by assistant keepers. The tunnel mahogany and teak, adapted to dwelling
tional docks to accomodate the many can be entered by a small rowboat or by a purposes with the addition of wooden
fishing boats which come and go there. swimmer strong enough to beat the platforms in the branches and intercon-
In the roadways behind the waterfront unpredictable rip tides which flow there. necting rope bridges. Some oak trees
buildings are lines of fortifications (12) The ship-building which is the the have been imported from the mainland
consisting of interlocking gates and pas- water elves' claim to fame is conducted at in hopes of using them as eventual dwell-
sageways. If a fight goes against the elves various shipyards built along the coast ings, but they do not flourish in this
they can seal the passageways as they fall south of Seahome. Simple repairs and island climate and are now used only for
back, thus slowing down the attack and maintenance are often carried out in the decorative landscaping.
buying time for defensive preparations in Seahome caverns, but vessels requiring Ringing the town off the main path-
the citadel. major repairs or drydock work go to the ways are concealed trenches to slow
At the rear of Seahome Grotto looms coastal shipyards instead. attackers. In the trees overhanging the
T:OWNS Cities: A CuabeR's 'Coun

pathways are a multitude of nets. They sive dwelling in the area, but is not gener- But the island lacked a good harbor, and
serve to keep broken branches and other ally noticed by visitors since it blends so it were bypassed for that reason for centu-
debris off of the paths, yet can be well with the trees and vegetation. ries. It were only after we built the fortress
dropped at a moment's notice on anyone The Carven Oak, the artifact which ofGapton on it that there were cause to
moving along the walkways. The elves of serves as pseudo-relic for these elves, is stop there. Now North Island be popular
Verdon rely on dieir ability to live and five miles distant from Verdon in an for resupply and refitting, and quick
work in the trees to surprise any attackers. obscure forested valley. The wood elves shelter when it blows on a mainland run.
Verdon is almost a quarter mile away were unwilling to keep this powerful relic North Island has many coves, but the
from the harbor and sea port which serves in Verdon where tourists and foreign mer- water level in them was too shallow to be
it. Between the town and the port are chants might blunder across it or some- of much use to most trading vessels.
many lumberyards, where logs are sea- how learn of it. Since it is not a proper However, this northernmost of the
soned, sawed into appropriate lengths, relic, they had no qualms about guarding Minrothad Isles is situated conveniently
and stored or shipped. Near the lumber- it at some distance away from town. close to the mainland. It has a reliable
yards, also outside of town, are work Keeper Rewen Verdier and his assistants fresh water supply and ships in need of
yards where noisy and heavy woodwork spend most of their time in the Vale of water often stopped there to refill their
and construction are done. the Oak, where the relic is secreted. They barrels. Once Gapton was built and a har-
Just as there are no conventional forti- carefully guard the area and turn away bor created, North Island became a pop-
fications, there is no fortress or palace in any nonelf visitors who get too near. Elves ular stop for ships unexpectedly in need
Verdon. However, the guild master of on personal or official business to see the of supplies or repairs.
Guild Verdier lives in a palatial estate of keeper meet and talk with him in the
rare woods built in and around several keeper's village at the mouth of the vale.
large teakwood trees. The estate stands
near a hilltop on the northern edge of NontT) Elves and other long-lived folk remem-
Verdon. It doubles as guild hall for Ver- ber the Rain of Fire and other disasters
dier clan business and becomes the prop- North Island be a pleasant place. that have changed the land and the sea..
erty of whoever is guild master of the Green and forested it is, with a single Minrothaddans never forget that catastro-
wood elf clans. This is the most impres- sharp line of mountains across it's back. phe could strike at any time. Should we

Population: 13,000
Scale: ONG hex couals 500 fee!
TOWNS Cities: A "Cnaoen's TOUR
ever need refuge, it were thought it food is sold periodically and replaced the hex immediately south of Mt.
would be wise to have a safe place to go— with a fresh supply. Redtongue on Fortress Island must make
someplace without a volcano, well- Market fields and carefully tended pas- a Ship Sailing skill roll. There is only a 10
fortified and supplied. Someplace where turage surround the keep's outer wall and percent chance that Minrothad sailors
we'd be safe. break up the blocks of buildings within will have to make this skill check. Failure
Gapton was the answer. We built it on the town walls. These clear spaces are indicates that a navigation hazard from
North Island, close enough to the conti- kept as security against a rime when refu- the volcano is encountered, such as sub-
nent and sea lanes for help should trag- gees might have to camp there or use the merged lava rock formations in unexpect-
edy strike the islands. It be a special ground to grow supplemental food crops. ed places. Such a hazard should be
community—not much a one for tourists Clerics of various faiths reside along treated as an encounter with a reef or islet
or business, 'cept what ships might need with scholars (2) in what has become an as described under Sailing Rules.
help enroute elsewhere, but a well-made informal community of learning and
one regardless. We hope we never need to philosophical discussion. Guild offices
use it, but if we do, our refuge is there. and service businesses (3) cater to visiting
We thought the dwarves were prepar-
Gapton has a class F port and a mixed travelers, merchants and ship captains, ing for war when they built Stronghold.
while craftsmen and laborers (4) offer a They crafted their homes quick enough,
population of about 5,000. This town
variety of products for sale. Most of these but the work on their defenses went on
was envisioned as a community of refuge,
and created solely to serve that purpose. goods are for local consumption, but for years and decades. It still continues,
As well as being a stronghold with exten- some are for export as described below. nowandthen. At least they've never used
Streams are diverted into and through their devices on guildsmen, and they do
sive housing for refugees, it holds reserves
of grain and other staple foods as well as the town for drinking water and sewage have a right to make their home secure. I
control, then are redirected and utilized feel sorry for the raider who be fool
duplicates of irreplaceable Minrothaddan
records and writing. for field irrigation. On the steep slopes enough to try and take Stronghold. Or
below the town walls grow acres of tea. for that matter, the ship that tries to
The population here is mixed, with a
large number of clerics and scholars of all Goats graze in the lowlands and their hair sneak past Stronghold's Harbor Master!
races. An armed force of 1,000 Mercenary is woven into yarn. Besides fresh vegeta-
bles sold for ship's stores, these two Stronghold has a class E port and sup-
Guild marines are based here, rotating on ports a population of almost 10,000.
and off shipboard duty with vessels leav- products are the sum total of Gapton 's
exports, and are made expressly to bring Most of those are dwarves, with a large
ing or entering Minrothad waters. There number of humans and water elves resid-
are also 500 trained militia, associates of in outside money for the community.
ing and working in the harbor facilities.
the Mercenaries Guild who are here to This home of Rockhome emigrants is
protect against possible pirate raids. FoRtRess
built into the hillside of an old exploded
The harbor was dredged and deepened Fortress Island be an eerie place to visit. volcano. The ancient vent blew out the
at great expense to provide Gapton with Smoke and mist blow about on the center of Fortress Island, leaving a deep
adequate moorage and supplies. The breeze, along with sulphur and fumes bay and a deep, almost fjord-like cleft to
waterfront is a busy concern of ware- from the volcano. Hardly a scrap of green the sea. Redtongue, the active volcano, is
houses and supplies for ships that restock grows on that rock—no surprise, with far enough away that the dwarves are not
here during their voyages. Mount Redtongue flowing lava all the threatened by its lava flows.
The fortress of Gapton and the com- time. The dwarves have a sheltered hole Along the length of the fjiord, devices
munity as a whole is governed by Jerick to live in, separated by water from the have been installed which are designed to
Wessig, a Mercenary Guild commander volcano. A few fishing villages dot the disable or sink ships in the water below.
appointed governor by Oran Meditor. edges away from Redtongue, but until These are especially vital at two points
The fortress of Gapton sits in a saddle the dwarves moved there no one wanted where the fjiord narrows to roughly 200
of the surrounding mountains, a windy to visit that island. Now it be a bit of haz- feet across. Both areas have heavy concen-
position exposed to dominant weather ardous navigation, sailing so close to the trations of these machines.
even though it is easily defensible. The volcano to get where the dwarves live. The first point encountered when
keep (1) is a massive work of stone built entering from the sea has conventional
partially out of the mountain ridge on Redtongue does not tend to erupt and
throw rocks, mud or ash any distance. ballistae and catapults. The second point
which it rests. The keep extends deeply is a one-half-mile stretch mounted with
underground, where there are emergency Rather, a constant trickle or flood of lava
flows down one or more of the moun- special devices. One machine sends ava-
dormitory quarters for refugees, reposito- lanches of rocks down the cliff face. Oth-
ries of documents and other valuables, tain's faces and into the ocean. Non-
Minrothaddan sailors who move through ers are slides which deliver 60-lb. stone
and tons of grain and other staples. The balls and sharpened logs down slides,
TTOWNS aNl> Cities: A 's T:OUR
shooting them with ballistae-like accu- fertilizer from lava dust and other nutri- than are found in most legitimate settle-
racy at targets below. ents cast off by the volcano. ments. Not all inhabitants ate pirates or
These defenses are designed to let an Guild Hammer dwarves have begun to Privateers Guild members; many work in
attacking fleet past the first defensive experiment with the use of iava in their ship construction, maintenance or repair,
point with mild casualties, then really manufacturing techniques, since Guild while others do handicrafts to provide
maul it at point two. If the intruders Master Thor Stronghold hates to let this needed goods in the community. Many
retreat then point one does its best to sink supply of tremendous and inexhaustable are captured passengers held for ransom,
all survivors. If the fleet gets past point 2 heat go untapped. In theit deeper tun- or new guild recruits. Most residents nev-
it faces the dwarf-owned, water-elf oper- nels the dwarves have come across a vol- er leave Cove Harbor, except perhaps to
ated ships in the bay, manned with dwarf canic vent that oozes lava slowly. With sail on a buying expedition to the conti-
marines and backed up by stout dwarvish this vent they are experimenting with nent. Karendas is a favorite port of call for
defenders on the docks. applications fot smelting metals and Cove Harbor residents: near enough to be
Stronghold itself has few fortifications, forming the cooling lava into volcanic reached quickly, yet far enough from
relying on its location for protection. The bricks. This work is conducted with great Minrothad that there is little risk or temp-
town nestles into the cliff face 200 to 300 secrecy because Thor suspects it might tation to talk about the hidden priva-
feet above the bay, and is accessible only revolutionize manufacturing techniques teer's town.
by one switch-back road. There are a few and product quality. Only time will tell. In spite of the vagaries of Mt. Thymas,
ballistae and catapults on town battle- Cove Harbor has existed for over 200
ments to waid off flying attackers. Fine years as a settlement. Parts of the town
The structures of Stronghold are two to burned in earlier times, with the result
three stories tall, carved and built out of Steer clear of Fire Island. That's a dead- that most buildings are now made of
the existing rock face and piled in a con- ly one. i&u'c/ think it a long chance that brick or stone and a well-drilled volunteer
fused jumble atop each other. Easily visi- volcano would pop off and debris from it fire brigade exists to deal with flames
ble are sun-dried and kiln-dried bricks catch you when your ship is miles out to ignited by volcanic rock. Ash falls period-
coated with lime or plaster. These supple- sea. But wore than one ship has been set ically on the town, but it is shoveled clear
ment the primary stone building materi- afire and some even sunk when exactly and dealt with as an expected event.
als where tunneled-out spaces alone are that happened, unlikely though it seems. Cove Harbor is reached by passing
not sufficient for the dwarves' needs. Then, if you go in near the island, she's through a narrow inlet which connects
The Guild Hammer stronghold from cloaked in mist most times, and the with the sea. The inlet is blockaded by a
which the town takes its name is the high- waters be very treacherous. At times the log boom and enchanted with a perma-
est point of the town. It is the ptimary peak belches out ash and mud, and nent obscure spell; only Privateers Guild-
residence of the Hammer guild master that'll catch you if you be near. trained pilots and navigators of ships
and various craft masters. Low-caste Fire Island has been avoided by most using adequate counter-magic can navi-
dwarves in service capacities live along the sailors throughout its long history. The gate the passage. Even then each
edge of the south cliff in an area of unsta- active volcanic peak of Mount Thymas approaching vessel is challenged with a
ble ground and greater erosion. In lives up to its dangerous reputation. Most code of colored lantern signals. Unless
between are craftsmen's residences. Most captains believe there are no settlements rhe proper response is given, the log
workshops and storage areas are located on the island, and hence no reason to stop boom is not lowered. Well-camouflaged
deep inside the island behind the cliffs of there. Too, the constant fog and mist ballistae and catapults on headland forti-
Stronghold in areas tunneled out by the which cloaks her shores make it danger- fications are there for use against
dwarves. ous to attempt a landfall, so the inhospi- intruders who run afoul of the boom.
Dwarves have found silver in Fortress table island is avoided even by ships that Once past the inlet, ships sail across a
Island, but most of their wealth comes would like to restock their water supply. sheltered bay to the delta of the Reedy
from dwarven construction and metal- Few suspect, and even fewer know, that River. The town of Cove Harbor is located
working. They make stone buildings, Fire Island is in reality the location of the a short distance upstream. Although the
seige equipment, and strong fortifica- Privateers Guild's secret base of opera- original harbor stood on the shores of the
tions, services that other towns are willing tions, Cove Harbor. cove from which this settlement takes its
to pay for. Their tufa bricks are in great name, the port facilities have been drasti-
demand and bring a high price. Their Cove Hantion cally altered over time for additional
weapons and tools are renowned as solid security. The Reedy Rivet was dredged
Cove Harbor has a class E port and sup- and widened and ships are now towed by
workmanship that keeps an especially
ports a population of 7,000. It is a pros- galleys up the Reedy to Hidden Bay, the
keen edge without being brittle. They perous town for its size, sporting an even
also sell alchemist supplies (brimstone, harbor and docks on the inland side of
greater variety of goods and luxury items the town.
sulphur mercury etc) to Guild Corser and
TOWNS aNt> Cities: A Tua&en's TOUR
Ships entering the delta of the Reedy walls which stand 50 feet high. The cially common when a pirate ship was
are towed by boats from the harbor mas- Reedy River runs around the hill at the damaged in an encounter and must put
ter's village (3) past grassy dunes and base of the walls along two-thirds of the in for repairs. If the captain cannot work a
Anchor Marsh (2) to Hidden Bay (1). The town, with a dry moat for extra protection consignment deal, he may auction off the
bay is an artificial lagoon created with ele- around the remaining third. Two gates cargo instead. A number of the privateers
mental magic and manual labor. It has give entrance into the town: the Land of Cove Harbor function as regular mer-
facilities to handle ships of 180 hull Gate to the south and the Harbor Gate chants and trading captains in this
points, though most privateer vessels which opens onto Hidden Bay. regard; after acquiring an auction cargo,
average less than 100 hull points. The Three main sewage tunnels run under they load it on their ships and sail to a dis-
harbor master does not charge for the use the streets of Cove Harbor, entering and tant port to sell it. Captured vessels may
of facilities, nor does a privateer captain exiting the town under, or near, towers in be sold the same way.
personally pay for repair or maintenance the wall defenses. Guild Master Harnilvar
expenses while in Cove Harbor. The guild Kasan resides in the guild hall (4), the Blacknock IslaNO
covers these expenses instead, since they heart of which is fortified. It is the closest
thing approaching a keep to be found in Blackrock be a desert hulk of an isle,
receive 30 percent of the take from pirate
missions anyway. This port should be this pirate town. Guild business of a gen- with an angry volcano waiting to murder
eral nature is handled in the outlying any who spend much time in her waters.
treated in other regards as a class E port
for the purposes of determining cargo, wings of the hall where Belina Nacory, There be little water or greenery there.
the Thieves Guild representative, also has We use it as a landmark, and some fisher-
chart, and passenger availability.
Cargo handling is done on the south- her offices. men have a village at one end.
eastern docks near the Harbor Gate, The guild hall is not far from Shanty- Halfpeak, the active volcano of Black-
while shipyards and repair facilities are town (6), the remnants of the original rock Island, is enough cause for most
found on the northwest shore. The ship- Cove Harbor settlement. Today Shanty- Minrothaddans to stay away from the
yards here produce three pirate vessels a town is a rundown collection of crum- island. The small fishing village of Her-
year of Seahome schooner design, modi- bling brick buildings with mazelike mian at the eastern end thrives on catches
fied with the addition of full artillery, alleys. It is a favorite haunt of carousing of exotic sea creatures drawn to the
boarding planks, and similar equipment. sailors, with many drinking establish- volcanically heated watets near the
If three vessels are under construction at ments and cheap flop houses. There is lit- island. However, the true point of inter-
one time, as they usually are, only two tle crime in Cove Harbor, which is run est on Blackrock Island is the Larril Her-
additional ships of no greater than 150 strictly by the Privateers Guild, but Shan- mitage, which houses a community of six
hull points can be drydocked for repairs. tytown is acknowledged as the one place mystics and the 12 brothers (clerics of 1st-
This is problematical when pirate ships best avoided after dark. 5th level) who attend them. The hetmit-
urgently need repairs, so plans are under- Warehouses and businesses catering to age stands where the sparse greenery of
way for new expansion of Hidden Bay ship supply are found near the harbor the island gives way to barren lava fields,
and the repair facilities. On the average, gate. These give way to practical crafts and is supplied with food by the fishing
3 to 12 pirate vessels are in port at any and everyday services in the center and village. Although the existence of the
time. In addition, there is a fleet of seven southeast of town, and the homes of the hermitage is not a secret, villagers seldom
large galleys captured in various naval wealthy to the southwest. The guild mas- have reason to talk about it, and so word
encounters. They are pulled up on the ters' mansions (5) are the most spectacu- of its presence has not traveled far.
shore of Hidden Bay, with plans for use lar buildings in Cove Harbor. Each is a The mystics of this community are fol-
should the town be attacked. complex of buildings with a main entry lowers of Darrin Posman, a Minrothad
The town of Cove Harbor stands on a garden and one or more secluded plea- human who was once a guild port agent
hill behind defensive walls, but otherwise sure gardens, all concealed behind thick in Alphatia. When his interests turned to
is not well fortified. The privateers feel walls for privacy and defense. Alphatian mystic traditions, he left guild
that anyone winning past the inlet The grassy area south of the guild hall service. Now Darrin is a 9th level mystic
defenses will have to confront the large is informally called Auction Field. Week- of Lawful alignment. Since he has
number of pirates that are in the port, ly or monthly auctions of stolen cargos are attained the level of a Lesser Master, Dar-
and that is adequate defense. Besides, held there, after buyers have a chance to rin has returned to Minrothad in his old
they don't really expect to be bothered. inspect the goods either on shipboard or age and founded this hermitage to share
Cove Harbor is well hidden and, aside in privateer warehouses. Cargos are sold his knowledge with others.
from the fact that the island is off-limits, or traded in this manner when a captain
they are not doing anything illegal by does not care to sell it elsewhere or when
being here in Minrothad waters. the guild has a surplus of something it
Cove Harbor fortifications are stone wants to get rid of quickly. This is espe-
PensoNalities of the MiNROttjab QuilDs
Many of these nonplayer characters into wotking for them. This former guild were-creatures.
have been mentioned in the preceding master of the Mercenary Guild is now Poul and Tomas, devil swine (AC 3 (9),
text, while others appear in the Adven- forced to undertake assassination mis- HD 9*, HP 40, 43, Move 180' (60'),
tures section. They are arranged here in sions to farther Verdier political plots. human form 120' (40'), /AT 1 gore or
alphabetical order with their game statis- Marden Bailey lives in the city of blow, D 2-12 or by weapon, Save F9,
tics and recommendations for play. Minrothad just inside the gates of the M10, ALC, XP 1,600).
Spells are not detailed for magic-using inner city. He continues to associate with Beldan, Nosmo
characters. Spell choices can be filled out guardsmen from his old command, using
Human merchant-prince, Captain of
with magic-user spells from the D&D® his lycanthropic charm ability to under-
the Agate: F14; St 13, In 12, Ws 14, Dx
rulebooks or merchant-prince spell lists if mine their loyalty to their new com-
17, Co 15, Ch 17; AC 7, HD 14, HP 93,
appropriate. Likewise, only the most mander, the dwarf Warheart Cleaver. Move 120' (40'), /AT 1, D by weapon,
importanr magical items owned by a Bailey persuades them to desert the Mer-
A/9, AL C; Casts spells as 7th-level
character are noted. The DM can assign to cenary Guild for fear of theit lives, offer-
merchant-prince. Has oil of stillness.
NPCs other spells, equipment and abili- ing them the alternative of losing Abilities: Ship Sailing (In+4), Rigging
ties as needed for his campaign. themselves in the crowds and byways of
Combat (Dx), Bargaining (In + 2), 2 bro-
Bailey, Marden the city of Minrothad. Those who accept ker points).
Human /devil- swine lycanthrope (St end up joining Bailey's group of murder-
Nosmo is one of the wealthiest and
ous weres, helping in the brutal assassina-
15, In 13, Ws9,Dx9, Co 18, Ch9;AC3 most unscrupulous of all Minrothad
(9), HD 9*, HP 68, /AT 1 gore or blow, tion attacks carried out by them.
merchant-princes. Other captains know
D 2-12 or by weapon, SavcFl5, Mil, AL At any one time Marden has 2d4 weres about him and avoid dealing with him.
C; Has a +1 longsword and a potion of available for an assassination. Two are The Merchant Sailors Guild reprimands
human control). devil swine like himself; the rest are were- him regularly because of the harm he
Marden is a portly, muscular veteran rats. In their human form they live in the
does guild reputation in some foreign
with a shaven head and a permanent low-caste areas near the Lower Market of
ports, but the tremendous profits he
frown. Verdier elves know that Bailey is a the city. As assassins, these fellows makes keeps their rebukes down to a slap
devil swine and have blackmailed him observe their victim's habits in human
on the wrist.
form, then stalk him or her at night as
n i i
MALFtON /
Population: 5,000;

Scale: ONE iNClj eQuals 400 feet

55
PensoNalities of tfte MiNRotl7at> QuilOs
Nosmo is an oily-looking fellow in ear-
ly middle age, with a sincere smile and
intense gaze. He relies on his charisma to
hoodwink and charm foreigners with
whom he has business dealings. He is not
above adding rocks to cargo loads to
increase their weight and apparent value,
mixing sawdust with flour, and so on,
although he does this only in out-of-the-
way ports he doesn't expect to return to
for a long time.
Caetros, Harmon
Human Minrothad Guilds Port Agent,
Specularum (St 9, In 14, Ws 15, Dx 11,
Co 9, Ch 12; AC 9, M3, HP 12, Move
120' (40'), /AT 1, D by weapon, Save
M3, MlO, AL L. Has a. wand of poly-
morphing. Abilities: Appraisal (In+2),
Bargaining (In+2), 4 broker points).
Harmon is a pompous, portly man
with neatly trimmed beard and gray hair.
Affable and easy going, this merchant
drives a hard bargain and is justifiably
proud of his trading expertise. As senior
port agent, Harmon has represented
Minrorhad in the port of Specularum for
over 20 years, and is nearing retirement
age.
Harmon knows a lot about politics and
trade on the continent and in the Grand
Duchy of Karameikos. He might be
encountered in town, or on the trail in
the company of a Minrothad Guilds cara-
van. Caetros sometimes hires adventurers
to assist with overland trade concerns. He
is also on the lookout for likely persons to
Home, the volcanic peak to the south of Has a sword +1. Abilities: Long-Sight
refer for hire as agents of the ruling guild
Trader's Isle where Minroth was last seen. (In), Rigging Combat (Dx), Ship Sailing
master in Minrothad.
There he hopes to find signs of the (In), Boat Sailing (In), Artillery (In +3)).
Corset, Ormun departed immortal, something that will Ariana is a one-eyed female pirate, a
Human cleric of Minroth, Harbor- rally people to the church of Minroth. If friendly, garrulous character to be
town: (C15; St 10, In 10, Ws 15, Dx 9, successful, the cleric will gain secular encountered in mainland ports and tav-
Co 13, Ch 15; AC 9, HP 52, Move 120' influence which he will use to further the erns. On shipboard she is a stern taskmas-
(90'), /AT l,Dby weapon; AL L. Has a interests of the Minrothian church and ter who takes her responsibilities
staff of striking). Guild Corser. PCs might be recruited by seriously. Ashore she spins tall tales and is
Ormun is a hardworking cleric and a Ormun to aid in his expedition of discov- always on the lookout for likely additions
fanatical follower of Minroth. His suspi- ery, or may encounter him in the wilder- to the crew.
cious nature drives him to question the ness of Trader's Isle. Ariana does not have hiring authority,
motives of people around him. He is but introduces recruits to Captain Erun-
Demerick, Ariana
vocal about his doubts and has alienated dal Kelar, master of the Radiant. Kelar
Human Privateer, Second Mate of the
many potential friends. welcomes persons with specialized skills,
Radiant (F7; St 12, In 13, Ws 11, Dx 13,
Ormun is on a quest to find the last especially magic-users, who are hard to
Co 11, Ch 14; AC 9, HP 41, Move 120'
earthly abode of Minroth. He plans an come by in Minrothad. If someone seems
(90'), /ATI, D by weapon, MlO, AL N;
expedition to the top of Immortal's useful but is reluctant to sign on, Ariana
of tl7e MiNROt?7afc Quilfcs
leads the crew which ambushes and kid- where illegal games of chance are played. but his argumentative nature and defi-
naps the tempting prospect. Jesamin is the contact point for smugglers ance of orders gets him in trouble with his
bringing goods into Malfton and her Lot- superiors. He is presently working on the
Elsan, Saroso Stronghold docks instead of at the forges
tery Shop is also a source for magical
Water elf merchant-prince, Captain of
items sold without the knowledge or con- in punishment for his latest escapade:
the Egret (ElO; St 11, In 16, Ws 12, Dx trol of the Tutorial Guild. It is one of the stowing away on the Egret on a short trip
14, Co 9, Ch 13; AC 6, Attack Rank E, very few in operation, since the ruling to Karameikos.
HP 71, Move 120' (40'), /AT 1, D by Zeno is completely familiar with For-
guild master's agents manage to close
weapon, Mil, AL N; Has a ring of pro-
down most unauthorized sales. PCs who tress Island, having spent hours wander-
tection + 3, sword +1, and a pouch of ing and exploring where he was expressly
do illegal business here risk harsh penal-
winds; casts spells as a 15th level forbidden to go. In the same way he
ties from the law if caught.
merchant-prince; Abilities: Ship Sailing knows a lot about secret guild affairs from
(In+2), Boat Sailing (In + 1), Rigging Forster, Ulard
eavesdropping on conversations that were
(In+2), Bargaining (In+2), % broker Wood elf, Guild Verdier Guild Master
none of his business. PCs visiting Strong-
points). (E12;St9Jnl4, Wsll,Dxl3, Co9, Ch
14; AC 7, HP 61, Move 120' (40'), /AT 1, hold encounter him at dockside. Zeno
Captain Saroso Elsan is one of the most
D by weapon, M9, AL N; Has ring of pro- can offer pointers, tips, and secret infor-
succesful of Minrothad 's merchant- mation about dwarvish affairs. He does
princes. At heart he is a sensitive elf who tection + 2 and a. scroll of spell catching;
not intend to tell about these things, but
exercises his mischievous sense of humor Abilities: Woodworking (In+3), 2 bro-
he is indiscreet and his mouth runs away
on his friends. There is talk of him even- ker points).
with him once he gets started.
tually becoming guild master of the Mer- Ulard is an old wood elf. Ulard resents
chant Sailor's Guild. the power that Oran Meditor has stripped Kasan, Linias
Saroso's ship, the Egret, is a Harbor- from him and the rest of the guild lead- Former water elf family guild mas-
town trader equipped with three artillery ers. Forster is one of the leaders of the tcr(E6; St9, In 14, Ws 12, Dx 15, Co 11,
pieces and three masts, crewed by 40 sail- malcontents in Minrothad and the origi- Ch 16; AC 9, HP 33, Move 120' (40'),
ors and 20 marines. Speculative trade is nator of the plot to assassinate Meditor. /AT 1, D by weapon, MlO, AL C; Has
this merchant-prince's forte, and the Ulard lives in the guild master's estate shell armor +1 (when worn, treat as plate
Egret might be encountered in any port in Verdon. Convinced Meditor will move maJl with the encumbrance of leather);
in the Known World. When at home in openly against him, he has had extensive Abilities: Boat Sailing (In+3), Piloting
his Seahome island mansion, Saroso has a traps and magical protections added to (In+2), 1 broker point).
burning interest in Minrothad politics. the guild master's estate, and almost Linias is an ambitious, embittered,
He firmly supports the ruling guild mas- ruined the clan treasury by doing so. Ver- and hateful elf of early middle years.
ter and allows government agents to trav- dier elves are becoming unhappy with Oran Meditor deposed him as head of the
el on the Egret if they need to go these and other eccentricities of their water elf family guild after Linias's
someplace along its route of travel. guild master but do not yet want him out involvement in an assassination plot was
In the next few years, Capt. Elsan is of office. Ulard has no suitable heir to proven. Since then the Kasan family has
considering a voyage of exploration to the succeed him, and the question of who lived in disgrace, their authority usurped
south and west, and he is looking for will follow him as guild master is a topic by the Elsan family. Linias has dedicated
adventurers to accompany him. of hot debate in Verdon. hiimself to the removal of Oran Meditor
Forster suspects that the Carven Oak is and the restoration of his kin to power
Fairhair, Jesamin among the water elf clans.
HalGing Lottery Shopkeeper in Malf- capable of granting wishes and wants to
use that power to wish the council of Linias lives in the northernmost keep
ton(H3;St8,Inl4, Ws9,Dxll, Co 13, guild leaders back in control of Minro- on the Seahome coastal islands. He has
Ch 12; AC9, Move90'(50'), /ATI, D by gone into seclusion there since his remov-
thad. He is scheming for a way to confirm
weapon, M8, AL C; Abilities: Bargaining
whether that power exists and, if so, how al from power—or so it appears. Linias
(In), Appraisal (In)). to use it without the keeper's coopera- has consolidated a network of spies paid
Jesamin is a young halfling with a out of his family's private purse and built
tion. Rewen Verdier, keeper of the Carv-
freckled complexion and curly blond
en Oak, refuses to help Ulard. up mainland contacts with a specific pur-
locks. She is well-spoken and cheerful pose in mind.
with customers, but moody and lazy Ironfist, Zeno
Oran Meditor is hiring foreigners to
when left to herself. Her small Lottery Dwarf apprentice smith, Guild Ham-
work as government agents and infiltrate
Shop sells nothing but tobacco and lot- mer (D2; St 18, In 11, Ws 7, Dx 10, Co
family guilds in search of treachery. To
tery tickets and produces only a modest 14, Ch 13;AC9, HP 16, Move90'(30'),
counter this threat, Linias and his kin
income, but hidden in a hillside burrow /ATI, D by weapon, Mil, AL N).
search out likely mainlanders, buy their
behind her store is a small gambling hall Zeno is a daring and able young dwarf,

57
of tl?e MiNROtljab QuilOs
loyalty, then try to get these double plots of the Corser, Kasan, and Verdier run, and is willing to wait and see what
agents hired by the ruling guild master. guild masters so that they can be perma- happens.
In this way they put spies close to Meditor nently neutralized. Verdier, Rewen
and neutralize the ruling guild master's Astra Meditor Wood elf, keeper of the Carven Oak
threat to Kasan plots. First consort (E2; In 14, Ws 12, Dx 14, (E6; St 13, In 13, Ws 14, Dx 16, Co 11,
PCs may be sought out and recruited Co 9, Ch 13; AC 9, HP 7, Move 120' Ch 12; AC 8, HP 39, Move 120' (40'),
by Linias as agents if they are at Compan- (40'), /ATO, M8, ALN; Wears a scarab of /AT 1, D by weapon, M10, AL C; Has a
ion level of higher. The pay is extremely protection). sword +2, +3 vs humans; Abilities:
generous. Linias paints Oran Meditor as a Astra is a Verdier wood elf whose mar- Climbing (Dx), Leatherworking (In +2)).
blackhearted despot. If PCs turn against riage to Oran was arranged to bring addi- Rewen is a coldly calculating and self-
him, Linias attempts to have them put to tional influence to the Verdier clan. serving elf, interested solely in his own
death before they can betray him. Instead, Astra has fallen in love with her quest for power. He is in the frustrating
husband and turned her back on plots position of having the use of an extremely
intended to manipulate her marriage. powerful relic, but dreading to use it
The water elf family which rules the Astra is diplomatic and soft-spoken, a because of its penalties and handicaps.
Minrothad Guilds is the guiding light of gracious hostess admirably suited for her Rewen is not sympathetic to Ulard For-
progressive Minrothaddans, and the role as first consort. Terribly concerned ster's political intrigues and will be happy
thorn in the side of the conservative guild over Oran's welfare, she has decided to to see him gone from authority—whether
factions. Four Meditors are especially secretly hire bodyguards for additional from old age or because of his treasons, it
notable in Minrothad. protection. Player characters of medium is all the same to Rewen.
to high levels may meet the first consort Because of the wish ability of the Carv-
Oran Meditor en Oak, the keeper is confident that he
Ruling Guild Master (E5;St 11, In 15, in this capacity.
can shape Minrothad as he would like to
Ws 17, Dx 13, Co 10, Ch 14; AC 5, HP Ginol Meditor
see it. He believes he can do this by dup-
36, Move 120' (40'), /AT 1, D by weap- First advisor (E7; St 9, In 11, Ws 14,
ing an adventurer into using a branchlet
on, Mil, AL N; Has a. ring of protection Dx 12, Co 13, Ch 14; AC9, HP 46, Move
to utter a specific wish, without inform-
+ 4, silver dagger +2, and elven boots; 120' (40'), /ATI, D by weapon, M9, AL
ing that hero of the great risk of death
Abilities: Navigation (In +2), Swimming N; Has displace cloak; Abilities: Ship
when that effect is invoked. With this
(St+1), Bargaining (In +3)). Sailing (In +1), 2 broker points).
method, Rewen could make himself the
Oran Meditor is a forceful personality Ginol is Oran's uncle, a quiet, taciturn
most powerful person in the Minrothad
who has taken firm control of Minrothad elf who considers long before voicing his
Guilds, a temptation the wood elf is
government. His insightful mind has opinion. His years of experience enable
gradually giving in to.
enabled him to attack the problems of his him to see through guild machinations
country with a capability far beyond his and deduce what intrigues are afoot. This Vlaardoen, Murl of
youthful years. This authoritarian exer- water elf is an excellent follower and advi- Human Glantri Earth Elementalist
cise of power has taken guild masters by sor, but makes an uninspired regent. He (M26; St 13, In 15, Ws 13, Dx 14, Co 8,
surprise, inspiring either applause or hopes that Oran will father an heir soon. Ch 8; AC9, Move 120'(40'), /ATI, D by
hatred among the power elite. He dreads the possibility of being sad- weapon, M9, AL C; Has a ring of invisi-
Oran realizes that he treads a fine line dled with the rulership if his nephew dies bility and a flying carpet).
between successful reform and civil war. without an heir. Murl of Vlaardoen is in his late 30s and
Guild unrest and repeated assassination is related to the Vlaardoen family of
Brendel Meditor
attempts have brought this home to him. Glantri. He is a master of earth elemen-
Keeper of the Pearl (E7; St9, In 17, Ws tals. Murl has been hired for a large sum
The ruling guild master is resolved to dis- 13, Dx 10, Co 6, Ch 14; AC 9, HP 44,
credit and neutralize his opposition. by Hildric Vendor, guild master of Guild
Move 120' (40'), /AT 1, D by weapon,
To this end, Meditor is recruiting Corser, to kill Oran Meditor. This amoral
M9, AL N). and greedy wizard was seen in the palace
agents from foreign countries to serve Brendel is keeper of the water elf clan
him within Minrothad. Such agents can gardens during the last attempt on
relic. Other clans have attempted to per-
enter Minrothad intrigue by posing as Oran's life, but not identified. He
suade him to misuse his power as keeper
guildsmen born overseas. They will have remains at large, looking for a way to get
and sway political events, but he refuses
no ties to the guilds and, it is hoped, will close to the ruling guild master and cir-
to do this. Although he does not openly
not sympathize with the opposition. support Oran, neither does he hinder cumvent the magical protections he
Oran's priorities are for these agents to believes Meditor must now have.
him. Brendel is truly concerned about
stop the next, inevitable, attempt on his what is best for the water elves in the long
life, and to get proof of the treasonous

58
f<J-C-tKHHi^Hi-gaa{HHHKH^^
ADVGNtURCS
Most of the following adventures can plans to return at a future time and see iNtjabitaNts
be staged in any Minrothad town or city, what lies beyond the gate. If PCs like, Thirty nixies have suddenly taken up
although a suggested locale for play is they may explore on their own, but residence in the enclosed harbor within
usually given. Some of these scenarios should wait until reaching higher levels the city of Minrothad. Although they
may be started on the continent, and to do so. pose no threat to the city, they are already
offer ways to get characters to travel to the wreaking havoc among ship's crews. They
Minrothad Guilds. Puiisen PuKsuit have charmed several sailors into the
Elgin Weafer, a Verdier elf, has been water, including some who went in to kill
Basic caught making a new style of cloth-and- the nixies. The PCs are asked to help deal
iMMOKtal'& HOMG leather purses and satchels with contra- with this menace.
band leather from Guild Quickhand. If the characters talk with the nixies,
Ormun Corser (see Personalities) is This is not his first offense; irate halflings they learn that the water sprites are here
ready to begin his journey of exploration took things into their own hands and because their home upriver was destroyed
to the top of Immortal's Home, the inac- smashed his shop last night, and now by a landslide. Fleeing the rubble and
tive volcano of southern Trader's Isle. they are looking for the illegal leather- murky water, their first impulse was to
Player characters are hired to accompany user so they can smash him too. Personal- escape downstream. The nixies soon wan-
the expedition as guards, or perhaps as ities are behind the conflict as much as dered into Minrothad's river harbor in
guides if they are native Minrothaddans. abused guild regulations, and the wood search of a suitable place to live, where
Minrothad wilderness is not known for elf wants to get out of town until tempers they are overjoyed at the prospect of so
its dangers, but persons ascending cool down. He approaches Jesamin many men they can charm into service.
Immortal's Home encounter hazards Fairhair (see Personalities) to ask if she This is a pleasant diversion, but sooner or
placed there by Mmroth the Immortal to can smuggle him out of town. A great later they want to continue on and find a
discourage exploration of the mountain. hue and cry is on for him, with halflings nice part of the Lithwillow River to dwell
Five encounters of increasing dtfficulty actively searching Malfton and the sea in.
are suggested, with the most dangerous port for Weafer. The sprites see no reason why they
one at the edge of the fog on the moun- On such short notice Jesamin's regular should leave the harbor immediately.
tain peak. A typical selection of monsters smuggling connections are not at hand. They can be tempted into this only by fast
might begin with one to six spitting She turns to the PCs for help, making a talking on the PCs' part and generous
cobras, then go on with one to three black plea that Elgin Weafer is in fear for his offers of help in locating a new home.
widow spiders, one to four wereboars, life. No matter what alternatives the PCs The best location is someplace upriver
one to three horned chameleon lizards, propose, she makes it sound like this is beyond the region destroyed by the land-
and end with a green dragon. truly the only solution possible, since she slide and away from Minrothad river
Corser is a coward at heart. In spite of his badly wants the fat fee Elgin is paying for shipping.
relatively high level, he hangs back in every this emergency assistance. If they leave the harbor, the nixies want
confrontation, prefering to let his "arrow If needed to entice them, Jesamin to take along the sailors charmed into
fodder" take the brunt of the exchange. offers the characters a potion or other use- their service. They may petulantly agree
This, of course, is the PCs, and any addi- ful magical item, bought and paid for as to leave them behind , but only if they are
tional low-level characters the DM might part of Elgin's smuggling fee. If PCs bribed with services or treasure that are as
like to include in the expedition. accept, they are in possession of contra- appealing as the sailors were.
The peak of Immortal's Home is band. In addition, when Weafer is smug- If the nixies are dealt with through
obscured with thick fog that limits sight gled out, he is taking a supply of stolen negotiation, this scenario is ideal for
tolO'. This was created by immortals and halfling leather with him, so he can set up Basic-level play. If characters want to
no earthly magic can dispel it. In the cen- shop at his cousin's place in the city of fight the nixies to expel them from the
ter of the cloud is a formless glow, as of Minrothad. harbor, this adventure should be consid-
sunlight through mist. This marks the Once Elgin vanishes, halflings are cer- ered an Expert-level scenario instead.
location of a planar gate to the Sphere of tain he is sneaking out of town and
Matter, the home plane of Mmroth the increase their security precautions. If PCs
Immortal. agree to help, they should be left to
Aside from this gate, Ormun Corset's devise their own plan how to get Weafer
quest produces no evidence that Minroth out of Malfton and across the water. If
was ever here. The cleric does not explore they ate caught, the book is thrown at
beyond the gate because he feels his party them for aiding and abetting a smuggler
is too low in level. Instead, he makes and a thief.
AOveNtURGS

The greatest threat, however, is the


spice dealer. Arven leaps to conclusions Calavar, a local magic-user, strongly
about what the PCs might say. Desperate resembles the party's magic-user or a
to protect his good name, he hires moon- spellcasting elf. Calavar strikes up a
As PCs walk down a busy shopping lighting Thieves Guild members to kill
friendly acquaintance with the PC, per-
street, a teenage girl races out of an alley the characters. These murder attempts haps on the basis of business that's been
and barrels right into one of the charac- are done as quickly and discreetly as pos- done between them. Failing this, the
ters. A gang of youths appears right sible, before the PCs can talk to anyone mage approaches the party with a vague
behind her, in hot pursuit. The girl tries about the message. business proposition of some sort.
to run on; if PCs let her go, the youths Calavar invites the party spellcaster to his
chase her away into the crowd. If the char- home for dinner, to be followed by a dis-
acters protect her, her pursuers are verbal- Out for an evenings' entertainment in cussion of business. If this invitation is
ly abusive but soon disappear, not willing the city of Minrothad, the characters hear declined, he invites the party, charming
to risk a fight with the PCs. sounds of a scuffle down a side street. the PC leader to ensute acceptance.
The girl is Eliza, a Tutorial Guild Turning the corner they see a man com- During dinner, Calavar glances at a
apprentice. She was carrying an official pleting a transformation from some kind waterclock, then excuses himself for a
message to be delivered to Arven, a local of were-creature into human form. For a moment. His absence stretches into long
Guild Corser spice dealer. The youths stunned moment the man stares directly minutes, when suddenly the house door
chasing her are apprentices from Guild at them and everyone has a clear look at bursts open. Government agents rush
Elsan interested in the contents of the each other. Then his eyes widen in fright inside and arrest the party's magic user,
"valuable message" they have been and he vanishes, leaving a dead and mistaking him for Calavar. Protests of
tipped off to. Realizing she was about to mutilated body in the street. mistaken identity are ignored.
be caught, she ran into the PC intention- This man is Louin, a wererat with ties This is an elaborate set-up planned by
ally and slipped the sealed paper inside to Marden Bailey's band. He was sur- Calavar and Ellin Kasan of the Tutorial
his or her tunic or pouch. The message prised by the characters in the act of kill- Guild. Ellin is involved in Kasan
states, "We know about your unauthor- ing a victim and pilfering the corpse. intrigues. She has (quite illegally) hired
ized purchases. Stop before it becomes an Louin vanishes with the aid of a ring of Galavar to charm selected guild masters
official matter." This is a veiled warning invisibility. This man is no ordinary were- into helping Kasan plots. Recently some
to Arven to stop buying magical items on rat: in human form, he is the craft master charm spells wore off, and the victims
the sly from foreigners. The girl is igno- of the city's Brewer Guild. As a public made complaint to the authorities. With
rant of its true meaning. figure his face is well known and he is cer- warrants filed against Calavar, Ellin
Eliza recovers the paper and goes her tain that the characters recognized him. tipped him about his imminent arrest.
way as soon as possible. If the PCs protect Turning invisible, he flees for a short The scapegoat PC will be brought to trial,
her, they are dogged by the Elsan youths distance down the street, but lingers and where Ellin is the legal examiner. She will
fot several days as the apprentices try to follows the characters until he finds out lie about the results of her truth spell and
figure out what business the PCs have where they are staying. Louin returns at say the PC's piotestations of innocence
with Eliza. If the toughs catch Eliza and night within the next 24 hours accompa- are false.
find she does not have the paper, they nied by 2d4 wererats from Marden Bai- The best way to help a PC out of this
quickly discover what she has done with ley's group. Louin has convinced his dilemma is to locate Calavar, now hiding
it. The characters then become the target fellows that they can curry favor with Bai- somewhere in the city, or to find enough
of ambushes in alleys as Elsan apprentices ley by infecting the PCs with lycanthropy evidence to cast doubt on Ellin Kasan's
and journeymen try to steal the paper. and bringing them into Marden's band. veracity as a legal examiner and truth-
If the paper is taken from the charac- Louin makes the best use of his ring or spell inteipreter.
ters and its seal is found broken, guilds- the prestige of his human form to gain The hunt for Calavar can take PCs
men think that the PCs have read the access to the PCs. If wererats alone are not through waterfront taverns, to the Tutori-
message. In that case they are in much enough of a challenge for the party, the al Guild where doors are shut in their
greater trouble. The Tutorial Guild creatures might be accompanied by one faces, and to the seediest dwellings in the
assumes they are spies of some kind and or two devil swine as well (see Bailey worst pan of town. Hostile encounters are
does its best to make them leave the city: under Personalities). If PCs capture and had with drunks and guildsmen who
they are followed constantly, the party question any of the werecreatures, they don't like snooping outsiders. Calavar's
magic-user is denied permission to cast learn about Bailey's group and may take location can be betrayed by a street
spells, Tutorial Guild shops will do no any further action as they see fit. urchin, but Calavar fights to the bitter
business with them, and so on. end before he is taken or arrested.

60
AOVGNtURGS

COMpaNlON Welcome Aj&oanO short-handed and plans, for the Minro-


thad bounty, to attack Thyatian pirates
too Hot to The Radiant, a Privateer Guild ship, is
lurking around North Island. One to four
in port any place on the continent. Sec-
Stubborn dwarves of Stronghold have other common sailors have also been
ond Mate Ariana Demerick {see Personal-
a problem they're too proud to talk about pressed into service for this voyage. The
ities) is doing her usual tour of taverns
and get help with. Fire elementals have PC can fight alongside his captors or be
and entertainment establishes along with killed by the Thyatians. The Minrothad
emerged from the lava in the experimen- several privateer companions. Along the
tal molten manufacturing area deep Privateers Guild is never mentioned
way, Demerick and friends meet the PCs.
inside Fortress Island. The elementals can unless Captain Kelar is sincerely con-
This is a friendly encounter: the pirates
do little hatm in those passageways of vol- vinced the PC wants to join his crew. In
buy drinks, do some gambling, and swap
canic stone , but they are now wandering that case, the Radiant returns to Cove
tall tales. They say their ship is a mer-
about the other Stronghold work areas. Harbor when done with its voyage. Oth-
chant vessel of lerendi design with a ctew
Soon they will set fife to the residences erwise, the captive PC is put ashore at
of many nationalities. If the topic comes
and make the island uninhabitable. So Gapton on North Island after one to
up, they do not claim to be Minrothad-
far the dwarves have not been able to stop three months searching for and fighting
dan, although the accent is clear in many
them. both pirates and merchant shipping.
of their voices.
Fortunately, loose-lipped Zeno Ironfist The PCs left behind can easily discover
Atiana draws the characters out about
(see Personalities) is on hand to blab what happened to their missing friend(s):
what they do. As soon as it becomes obvi-
about these problems when PCs make the abduction took place without great
ous that one or more of the PCs is a
port at Stronghold. If the characters fail magic-user, cleric, or thief, she takes that subtlety and the vessel sailed immedi-
to see the opportunity to offer their serv- ately afterward. Further questions reveal
person aside and asks if he or she would
ices, Zeno boldly suggests this to them. that the Radiant is rumored to be a pirate
Hke to join the crew of her ship as an offi-
He himself will introduce characters to ship. It is known that she is en route to
cer. They are short-handed and in need of
guild master Thor Stronghold. North Isle in Minrothad Guilds waters.
someone with this PC's special abilities.
Thor is upset that outsiders have If the characters can get a ship to follow
If there is no character with these class
learned of this problem, especially since within 24 hours there is a good chance of
skills in the party, Ariana makes the offer
Zeno has also mentioned the secret lava catching up to the Radiant. Since the
to the burliest fighter of the group with-
manufacturing process. But the guild out mention of ofticership. pirates sail directly for North Island and
master figures he should make the best of patrol there for an extended period of
If one or more characters accept this
a bad bargain. Since characters have time, there is a 10 percent chance per day
offer, they are introduced to Captain
learned too much, he asks them to stop of searching that PCs cross paths with the
Erundal Kelar on board the Radiant
the fire elementals. If they succeed, that is Radiant. This is reduced by 1 percent for
shortly before the vessel sails. These
more than the dwarves have done; if they every day of delay in getting a pursuit ves-
obliging characters are put to sleep with
die, at least they won't be able to talk spells by the captain or with a potion in sel. Even if PCs have never seen the pirate
about the secret manufacturing process. their refreshments (save vs Poison at — 4); ship, their captain will recognize it.
The first monster encounter takes place If characters have willingly joined the
they awake when out to sea.
with one elemental in the residential area pirates, the highlight of this encounter
On the other hand, if no PC is inter-
amid smoldering furnishings. The ele- should be a sea battle with Thyatian
ested in the offer, Ariana and her friends
mental retreats before it is slain. The sec- pirates. If instead the PCs have come to
leave, only to return later and shanghai
ond encounter is in the forge workshop their object of interest late in the night. rescue their companion, they may use any
area with one or two elementals, who are tactics they like to do so. A common pur-
Ariana lures the character outside, or
also driven further underground. The suit vessel is reluctant to engage the
waits until the PC of interest is out of
final encounter should be in the lava vent sight of the party. In this encounter, the pirates in battle unless it is owned by the
area with enough elementals to make this PCs or offered a reward worth the risk of
DM should allow the pirates to have the
a tough fight. losing the ship and being killed. If cap-
numbers, spells, and whatever else it
Successful PCs are rewarded with tured, the pirates will under no circum-
takes to overcome the PC after a fair but
exceptional dwarf-made weapons as a stance lead the PCs to Cove Harbor.
short fight. The point of this adventure is
bonus. Also, Zeno asks if he can join the for the party to rescue their kidnapped Captain Erundal Kelar (water elf— E8; St
PC party. He is suddenly very unwelcome companion, not just kick pirates around 14, In 13, Ws 10, Dx 17, Cn 9, Ch 14; AC
in Stronghold because he talked about in an alleyway. 7, HP 42, Move 120' (40'), /AT 1, D by
the lava manufacturing. If he doesn't go The kidnapped character awakes on weapon, MlO, AL C; Has a sword +1,
with the PCs, he will be sent away in dis- the Radiant after it is far out to sea and + 3 vs sea creatures, potion of speed, and
grace for one year anyway. out of sight of land. The ship is indeed shell armor (treat as plate mail with the

61

J^WtHKHM&P4HHHMHHHHHl&aHaOQiHHH^^
AOveNtimes
encumbrance of leather); Abilities: Ship meets with the guild master frequently guards and Hildric Vendor to the pres-
Sailing (In+2), Navigation (In+3), in back rooms. The fellow has a Glan- ence of intruders.
Artillery (In +1), Appraisal (In), 1 broker trian accent and goes by the name of If Hildric develops doubts about the
point). Murl. characters, the NPC checks against a Wis-
• Explaining his accent, the alchemist dom score of 12. Success means he thinks
The Radiant, small sailing ship: AC 7, the characters are spies. In that case, Murl
once said that he has done extensive
HP 90, Movement 90 miles/day, 150 and accomplices join in a surprise attack
trading in Glantri. Another time he
feet/round. Crew 40 (all combatants); to kill them.
explained that he grew up there.
Mounts one catapult and two ballistae; Accomplices are an assortment of char-
• A character observes the alchemist
Artillery Skill 16. acter classes of levels comparable to the
apparently casting a spell when he
thinks he is unobserved. PCs know PCs'. It should be difficult to waylay
that only members of the Tutorial individuals and get them to talk. Most of
Guild may learn magic and cast spells the clues about Murl are circumstantial.
Characters are hired as government in Minrothad. If the characters wait for the wizard to
agents of the ruling guild master. They make an attempt on Meditor they will
• In a local tavern, PCs hear the tale of
might be recruited on the continent for likely be too late to stop him: the wizard
the last attempt on Oran Meditor's life
this or accepted once in Minrothad. An directly from Kabel Grassroots, who magically disappears from sight until he
additional plot twist may happen if PCs is close enough to attack Oran, then does
witnessed it. His description of the
have been first contacted by Linias Kasan, his spellcasting quickly from conceal-
wizard matches that of Murl the alche-
who is hiring double agents (see Personal- ment.
mist. The pacing of this investigation should
ities). If such is the case, the DM may
alter the following events as desired. • If a successful effort is made to eaves- be timed so that most clues are discovered
In this scenario, PCs are assigned to drop on conversations, PCs hear Murl shortly before Meditor's next public
infiltrate Guild Corser and get proof of and Hildric Vendor talking about Oran appearance, where the wizard makes
treason committed by guild master Meditor's next public appearance and another attempt on his life. If Murl suc-
Hildric Vendor. Such proof will probably how good or bad the layout of the area ceeds, the ruling guild master should be
not be obtained- The real adventure takes is. injured but not killed. The best way to
place when PCs run afoul of Murl of • If Murl is tailed, he is seen talking with prevent this attempt is to confront Murl
Vlaardoen, a Glantrian wizard who will accomplices who in turn are seen keep- beforehand and force him to betray him-
make the next attempt on Oran Meditor's ing Meditor Hall under observation. self by spellcasting.
life. These accomplices also follow Meditor If Murl is attacked and taken by sur-
Characters pose as children of Minro- and his retinue any time the ruling prise, he reflexively defends himself with
thad guildsmen born on the continent, guild master goes out in public. magic. Once he realizes that he has
disguised with magically-applied Guild betrayed himself, he attacks the PCs to
Corser tatoos showing ranks of journey- • Interrogation of Murl's accomplices kill, employing all his most powerful
man or better. They arrive at Corser reveals they are Glantrians, some dis- magic to do so. If characters are a match
Guildhall in the city of Minrothad with guised as guildsmen, some not. Most for Murl alone, he may be aided by one or
letters of referral from a master magic say they were hired to watch the ruling more Glantri accomplices of any class.
dealer on the mainland. That person is a guild master. There is a 10 percent Murl's magic concentrates on the sum-
supporter of Oran Meditor, happy to pro- chance of an accomplice confirming moning of earth elementals and the
vide the false endorsements for the that Murl is out to assassinate Oran manipulation of earth (wall of stone,
agents. PCs are put to work in the guild Meditor after a failed first attempt. flesh to stone, etc). If it is available, use
hall learning the Guild Corser trade Red herring clues can be thrown in to the earth elementalist magic described in
administration. sidetrack characters, such as meaningless GAZ 3 to determine the wizard's spells.
Journeyman newcomers to Corser but suspicious papers passing between In other regards the wizard is described in
guild hall do not quickly get into the con- Murl and Vendor, or Vendor openly deal- detail under Personalities.
fidence of a treasonous guild master. ing with a member of the Thieves Guild. The wizard fights to the death. If he
Intelligent spying lets the characters dis- Snooping around the busy guild hall is escapes, he returns to kill Meditor later,
cover the following clues, which lead difficult and can arouse the suspicion of in a different disguise. If Murl is captured
them to thwart the latest assassination the guild master. If the guild master's alive, he can be forced to admit that he
plot against Oran Meditor. office is searched, nothing incriminating was hired by Hildric Vendor. Short of this
• PCs notice there is a senior journeyman is found. There is a 75 percent chance of confession, there is no proof of Guild
triggering a magical trap that alerts guild Corset's treason. Hildric will claim, truth-
alchemist of this family guild who
fully, that Murl came to him referred by a
AOVCNtURGS

continental Minrothad guildsman—in fit to be keeper. Characters interacting out from that power how to destroy it.
the same way the player characters did. In with or using spells on the keeper can see The Immortal who imbued the artifact
fact, Murl was referred as an assassin, but that this is mostly true. If they remain with power kicks the PCs out of this
Hildric neglects to mention this and reluctant to do this, Ulard has a magic- Sphere if she discovers what they are up
truth-magic will not reveal his omission. user bespell one or more of them with a to.
After the confrontation with Guild geas. Once the method of destruction is
Corser and the wizard, the PCs' faces are keepers do not allow characters past the known, it is up to the PCs to implement
too well known to continue as incognito village. If PCs fight the keepers, there it and destroy the Carven Oak. One sug-
agents in the city of Minrothad, although should be enough resistance for this to be gested way is to uproot the artifact and
they might be assigned elsewhere. a challenging fight. PCs who kill keepers take it to the Plane of Fire where it must
and are caught are charged with heinous be immersed in the lava of an elemental
Masten crimes, and Ulard can do nothing to pro- volcano. Any other method of the DM's
tect them. choice can be used instead.
If the characters sneak into the grove Oleyan 's reward for this service is
Ulard Forster, head of Guild Verdier, instead, they must make their way past appropriate to an Immortal's gratitude.
approaches the PCs with a sensitive mis- giant lizards, dryads, treants. Within Also, the PCs may attract the wrath of the
sion. He explains that he and Rewen Ver- 200' of the Carven Oak keeper's assistants Immortal who imprisoned him in the
dier, keeper of the clan artifact, have had are encountered. Whether or not adven- first place.
a falling out. Rewen refuses to let the turers come away with branchlets, any PC
guild master use the artifact in a matter of who touches the Carven Oak is immedi- Quest fon tfye of Lif e
vital importance to the Verdier elves. ately communicated with by Oleyan, the The Carven Oak has been destroyed,
Although Ulard refuses to divulge what Immortal trapped within. In a flash Oley- either by the PCs or by some other party
this matter is, he solemnly vows that it an explains his plight (see Secrets of the or Immortal event. The adventurers are
affects the welfare of the entire Minro- Elves), begs the PCs to destroy the artifact approached by the wood elves and asked
thad Guilds. ESP or similar spells reveal and release him, and promises an Immor- to help their keeper quest for a new relic
that this is true, or at least that Ulard tal's reward for their help. for their clan. They want to have a proper
believes it is. Because of this reason, If Ulard gets the branchlets, his first, relic this time, and will not be satisfied
Ulard asks the PCs to go to the Carven experimental, wish is that he is young with another artifact.
Oak and bring him back one or more of again. If the invocation of this power kills
This quest can take PCs to the planes
its branchlets. him, that is the end of his plotting. If the and spheres of power, and to the farthest
The "vital matter" Ulard refers to is wish suceeds, the sloppy wording results corners of the earth. This situation is per-
Oran Meditor's supposed mis- in his transformation into a baby elf who fect for a quest for one of the lost Trees of
management of government and the cannot walk or talk yet. The DM must Life (see GAZ4). The Tree would be a
reforms he has instituted in the Minro- decide what happens about the leader- proper clan relic that satisfies the Verdier
thad Guilds. Ulard wants a return to the ship of Guild Verdier afterwards. elves. It might be possible instead to
old way of things. He is so certain that the The challenge before the PCs at this acquire a cutting from one of the existing
Carven Oak can provide him with a wish point should be the question of whether trees. The quest then revolves around
to accomplish this that he offers anything or not to free the Immortal. Oleyan can doing something for foreign elves that is
within his power if the PCs will do as he be of any Sphere of power which might worthy of such a reward.
asks. Ulard's influence is like that of a induce the PCs to help him. If they
prince in a different country: he can decide to help, they must undertake a
bestow domains, ships, wealth, magic, quest to learn the method in which the
guild tank, or any other reasonable artifact can be destroyed.
reward. It is suggested that PCs do three things
The PCs are the only ones Ulard can to accomplish this quest. The first is that
approach with this request. Wood elves they petition an Immortal whom they
would be outraged and demand his resig- follow and ask how to destroy the Carven
nation from office, while most Minro- Oak. Use the method detailed on pg 14
thaddans are outmatched by the defenses of the Master rules. Second, characters
of the keeper's Village and the Carven must somehow travel to the Sphere of
oak grove. As final justification, Ulard Time where the Carven Oak was made.
insists that Rewen has grown power- Once there, they must locate one of the
hungry and unbalanced, and is no longer lesser Immortals who helped gather
materials for the Carven Oak, and find

.•tiWtHHJ^H-fl-fl-MSJ-Q^HHHHHHK^
AOaptiNq Qazetteens to AD§D® CaMpazqNS
Many of you may be avid players of the the highest (worst) armor class is 9- In the beings, cleric types, or the element of
ADVANCED DUNGEONS & AD&D game, the highest AC is 10. water. Opposes the Sphere of Matter.
DRAGONS® game. For your convene- Classes: In the D&D game, elves, Thought: usally related to any align-
nience, we included this section to help dwarves, and halflings actually are char- ments, thief types, or the element of air.
you use this gazetteer in your AD&D® acter classes. D&D game elves correspond Opposes the Sphere of Energy.
game campaign. to AD&D game elven fighter/magic- Entropy: not related to anything
The differences between the D&D® users. D&D game dwarves and halflings except destruction, it opposes all other
and the AD&D games are small enough are fighters. At high levels, D&D game spheres. It corresponds to AD&D game
that the adaptation should not be much demi-humans use Attack Ranks, which lower planes. Lords of Entropy are
of a problem. However, for those of you reflect better fighting abilities. Ignore demons.
who are not familiar at all with the D&D these in the AD&D game. Human fight- Morale: Whenever NPCs or monsters
game, there are a few details that need to ers, clerics, magic-users and thieves are run into difficulties, especially during
be clarified. For ease of reference, topics unchanged. combat, there is a possibility they will
appear in alphabetical order. Coins (en): The abbreviation "en" surrender or flee. Use the AD&D game
When adapting adventures, keep in stands for "coin" and is a measure of reaction/loyalty system.
mind that AD&D characters are slightly weight equal to the AD&D game gp. Monsters: Some monsters mentioned
tougher at low level, but D&D characters Dominions: Dominions are lands in this supplement do not exist in the
can deliver much more damage at mid to under a character's rule, like AD&D AD&D game. Simply replace them with
high level. game baronies. Rulers receive taxes from another appropriate creature. Keep an
The D&D game is designed to handle inhabitants as well as income from natu- eye on play balance; differences in HD
very high levels of play, up to a maximum ral resources and services. D&D game and special abilities may occur at times,
of level 36. It is suggested that you keep dominion populations grow an average calling for adjustments.
the same levels of experience in the two 15 percent, or 5dlO people per month. Movement: Movement rates in the
games up to level 20. Beyond, assume At 50 inhabitants per square mile, the D&D game are given in feet/turn, and
that each two D&D game levels equal one growth tops out at Id5 percent, or 5dlO then in parentheses in feet/round. In the
character level in the AD&D game, people. Use AD&D game taxation. D&D game, 100'/turn equals 10" /round
rounded up. In this way, a level 36 wizard Equipment: The terminology in the in the AD&D game.
would turn out to be a level 28 arch-mage D&D game is very similar to the AD&D Ranges: All distances are expressed in
in the AD&D game. game. Equipment cost, encumbrance, feet, rather than inches. Assume 10 feet
Gazetteer nations can now be set up in damage in combat, or AC protection are are equivalent to 1" in the AD&D game.
other game worlds, such as those slightly different, but not enough to be Rounds: Rounds and turns are used the
described in the FORGOTTEN worth mentioning. Use the AD&D game same way in both games. The D&D game
REALMS™ Campaign Set or the WORLD statistics. does not use segments. A D&D game
OF GREYHAWK® Fantasy Game Set- Encumbrance: See CD or coins. round equals one minute; a D&D game
ting. This offers interesting alternative Experience: Total accumulated experi- turn equals 60 rounds. For more simplici-
developments to regions not yet charted, ence for characters is also different ty, use the AD&D game equivalents
allowing you to continue your campaign between the two games, but again, not without converting.
without having to switch to another enough to have a substantial effect on Spells: Some D&D game spells have
game. play. Everybody understands the differ- slightly different names than their
Movement between the MJnrothad ence between a level 1 magic-user and a AD&D game counterpart. Simply use
Guilds and other campaign worlds is pos- level 15 wizard...we hope! what comes closest. Modify the number
sible through the planar gate atop the Immortals: They are equivalent to the of memorized spells listed for spell-
mountain Immortal's Home on Trader's AD&D game deities. Immortals often are casters to match the AD&D game rules.
Isle (see Adventures). Likewise, a previ- NPCs who reached level 36 and com- War Machine: This is a mass combat
ously undiscovered power of the elvish pleted a heroic quest of some son. system developed in the D&D game, that
Carven Oak artifact could be used to send Immortals belong to various spheres such has no equivalent in the AD&D game.
characters elsewhere in the Known World as: BR stands for Battle Rating and is only
or to other dimensions. Matter: usually related to lawful used for the War Machine. We suggest
Alignments: D&D game characters beings, fighter types, or the earth ele- use of the BATTLESYSTEM™ Fantasy
have only three alignments—Lawful, ment. Opposed to the Sphere of Time. Combat Supplement, which works for
Neutral, or Chaotic. In the AD&D game, Energy: usually related to chaos, both games.
assign, Good, Evil, or Neutral align- magic-users, or the element of fire. Weapon Mastery: Ignore details for
ments, depending on the context. Opposed to the Sphere of Thought. D&D game weapon mastery and replace
Armor Class (AC): In the D&D game, Time: usually related to neutral with the AD&D game equivalent.

64

ii4cfl^^^^-B-a^-a^-&^^&a^-c-iM-o^>Qoi>Q-y-Q-o-a-[HHj^^
COVE HARBO
Population; 7,000
Scale: One inch equals 500 feet

®1988 TSR, Inc. All Rights Reserved.


GAPTON
Population: 5000
Scale: ONE inch equals 300 feet

1. Gapton Keep
2. Clerics and scholars
3. Guild offices, services
4. Craftsmen and laborers

You might also like