Sample file Sample file Sample file Sample file D UNGE ON MASTER'S BOO KLET OFFIC IAL GAME ACCESSORY 'CIJeMiNROt}Jat> Guilt>s by Deborah Christian and

Table of Content s Welcome to Minrotha d ...... 2 History of the Miorothad Guilds ...... 4 Historical Synopsis of the Minrothad Isles ...... 6 Government ...... 7 Crime in the Minrothad Isles ...... 9 Pirates of the Minrothad Isles ...... 12 The Merchant-Princes of Minrothad ...... 16 Guild Trade ...... 23 Speculative 'Irade ...... 28 'Irade Goods Tubles ...... 32 Supply and Demand Tables ...... 33 Sailing ...... 35 Weather ...... 36 Navigation ...... 40 Secrets of the Minrothad Elves ...... 42 Towns and Cities: A 'Irader 's Tour ...... 45 Personalities of ...... 55 Adventures ...... 59 Adapting Gazetteers to AD&D Campaigns ...... 64

Credits: AD&D, DUNGEONS & DRAGONS , D&D , :md WORLD OF Design : Deborah Christian , Kimber Eastland arc registered uadcmarks owned by TSR. Inc. Editing : Steve Wimer . BATILESYSTEM, PRODUCTS OF YOUR IMAGINATION and the TSR logo arc trademarks owned Product Manager : Bruce Heard by TSR. Inc. Cover Artist: Disuibutcd 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 Tubae, Dave Sutherland Distributed to the toy and hobby uadc by regional disuibutor s. Cartography : Dave Sutherland , Dennis Kauth Disui butcd 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 reprodu ction or other unauthori zed use e 19ss TSR, Joe. All Rights Reserved. Printed in U.S.A. of the written material or artwork herein is prohibited withou t the express written permission of TSR. Inc.

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with the world's trading communities . -A word from Gheryn Verdier, be enlisted as special agents to the ruling The Minrothad Guilds are located in guild master, a position which takes them Minrochad Guilds Ambassador to Kara­ 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 co send your friends Dread Sea south of Karameikos between behalf of the government authorities . co the Minrothad Guilds : do they wish co Ierendi and Thyatia . Their benefits and rewards will naturally buy? We have goods co sell, and none be things valued by the guilds : promo ­ better from any guild hall on the conti­ caMpai(iNiN(i iN tion to a higher caste, the bestowal of a nent . MiNROt)Jab ------busine ss, 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. Advent ures 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 cake 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 , cake care of guild business, and mainlanders can stomach . well. return co 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. Bue encounters in which no sword can make a major pare of their activities. And finally, there is always call for bodyguards, or spe­ difference . Advent urers will be chal­ if the DM wishes co allow it, characters cial agents who serve in, shall we say, less lenged with " thinking" encounters in can cry 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 tha n one using brute player) class described in this book . thad, warn chem to be on their guard . strength . And PCs will find it difficult co Fall afoul of the Minrothad Guilds and walk away from the intrigues of Minro­ Wl}o Sl}oulb Play iN no law on the continent can help them. thad and its guilds, for this is a nation MiNROtl}ab ------Our reach is long, and a Black Seal War­ that can place a bouncy on their heads rant of death awaits foreigners involved which will follow them throughout the The guilds of Minrothad include repre­ in treasonous intrigues. conunenc . 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 lee 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 co shipping trade than other races. 't:)Je Qaz ett ee R ----- tun a campaign permanently based in Fighters are respected for their skills Minrochad , there are advantages and and the occupation is an admired one in This sourcebook deals with the Minro­ drawbacks to chis 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. muse 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 Minrochad, 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 co 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 ocher guilds­ can locate a nonguild fighter co instruct told here. man would be. nonnatives can only him. pursue a fighting career as a hired agent Clerics are cole raced in Minrothad, 't:)Je MiNROt)Jab Quilbs -- 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 SampleCareer Advantages: A Minrothad cam­ thad life.file Mainland clerics of the same Guilds, as they are known in commerce paign offers the chance for characters co alignment can strike up a cordial working

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