Minrothad Guilds

The Minrothad Guilds
Ruler: Guild Master Oran Meditor
Government: Syndicicracy
Capital: Minrothad
Languages: Minrothad Patoi, Elvish (Meditor/Verdier dialect)

Rumors, Lore and Places of Interest:
The Merchant-Princes of Minrothad practice a unique craft of sea magic.
The Guilds hold power over all aspects of life and business in Minrothad.
Minrothad merchant-ships are a familiar sight in ports throughout the world.
A fair amount of piracy is conducted in the waters of this region.

History:
The Clan Alfasser, or Water Elves, claim to be the original settlers of the Minrothad Isles. They say they migrated to the area around the same time as the cataclysm known as the Great Rain of Fire, thousands of years ago.

Humans later came to the islands, bringing the concepts of slavery, and the plague of lycanthropy along with them. Over the years, halfling slaves were introduced to the islands, and were later freed with the help of the elves. Dwarves, seeking refuge from the Years of Infamy in the Principalities of Glantri, were lured to settle in Minrothad by the trade guilds to provide fine metalworking and similar crafts not found previously. Now, all races are welcome in Minrothad.

The Minrothad Guilds have grown to become a major economic power in this region of the known world. In fact, during a confrontation between the Thyatian Empire and the Alphatia Empire, Minrothad traders carried troops, supplies and plunder for both sides in the conflict with carefully negotiated contracts to maintain their neutrality.

Notes from the Dungeon Master:
As mentioned earlier, the Guilds hold all the power. Guild members generally do not do business with non- members. Non-members will have difficulty finding work here. This is a good place to call home if you want to play a Merchant-Prince, or if piracy is in your character’s background.

For more information see GAZ 9: The Minrothad Guilds.
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Minrothad Guilds

D&D 3.0: Tales from Mystara Galero