The Dragonlance Nexus

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The Official Guide to Merwick

SAGA Rules

by Stig Erik Sandoe


(For game masters and historians)

Written by cand.philos Daniela, historian, Spring AC 355

General Knowledge

Merwick is one of the very few independent city-states in Krynn, and is one of the very few cities that never were attacked during the War of Lance. Merwick was completely neutral during the war, and was used by both the dragonarmies and the Whitestone-forces as supplier of everything from weapons till food. The city has approx. 20.000 citizens which rises till about 30.000 in the summer. The city is one of very few which allow all races within the city walls, and is surprisingly one of the cities with the lowest rate of crimes. The low rate of crime is probably the result of two things. Merwick is a city where money, valuables and goods are everything, and if you have naught you're naught. This means that e.g. goblin traders are treated with much more respect than poor elf nobility. Secondly, Merwick has very good prosecutors which arrest you for even small crimes. Theft is punished by cutting off one's hands and murder on traders and merchants is punished by death. The trade has flourished for a very long time, and Merwick has become the home of many wealthy merchants. Trade has made Merwick a prosperous city, and its neutrality is ideal.

Who's in Charge

The city is governed by a council of 12 elected members, which are elected by the guilds and the richest merchant families. The current Mayor is the wealthy Pathena Dirhum, who for many years have earned his money on selling weapons to both sides in the war. The mayor has usually little or no power, and it is the guilds (merchant, thief, shipbuilders, ..) that have the real power, and especially the wealthy merchant guild. The members of the thief guild have usually amnesty for all crimes initiated by the guild, and a member of the guild won't be punished by losing body parts nor be executed. Of other guilds you have the assassin guild which is illegal, but in most cases act on behalf of other guilds and gets amnesty from them. In addition Merwick has a ranger guild, which has got large funding to fight the goblin- and ogre tribes which have threatened the trade over land.

How to Manage

If you have enough money or you're member of the right guild you might get far in Merwick. The prosecutors are quick to react and prosecute even the tiniest break of the law. Luckily for many people not part of a guild, the prosecutors are usually bribable, and the higher you search in the bureaucracy the chances of finding corrupt people increase. Merchants are usually not bothered by the prosecutors, as they have a strict order that merchants should be protected, and especially if they're members of the merchant guild. This order has it's foundation in the philosophy that states that merchants who like themselves and feel safe in Merwick will do their trading in Merwick. In Merwick everything is sold, grain, weapons, slaves and noble titles. If you have enough money, everything can be bought in Merwick.

Religion

Merwick's citizens are not religious and worship only the steel coin. In the last year however, two small temples have been erected, one for Paladine and one for Mishakal. Both temples have got many followers due to the rapidly spreading disease. Several other religious orders have tried to establish temples in Merwick but with no luck. The church of Paladine has also warned people of a Morgion-cult working within Merwick, but most people regard this as a false threat to gain more followers.

Inns/Taverns/Restaurants/etc.

Merwick has many places where you can buy food and many people earn their living by selling food in the streets. Visitors are asked to be careful about what they eat.

  • If you have enough money and dress correctly you might visit "The Shining Coin", which is known as the best restaurant and inn in Merwick. Excellent Quality but very expensive. The place where one meets the elite.
  • Full Mugs, and Adamschin's : Average Places, with good offer of drinks and food. Not particularly cheap, but much better prices than "The Shining Coin". Adamschin's is known for its troubadour nights.
  • Corky's, Groveling Dragon and Dragonfish Inn: The place for sailors, prostitutes and rowdy workers. Much noise, much action and many fights. Kender and small dwarves may be in trouble.
  • Philanthropist's and The Corn Cob: If you're poor and want no trouble, these two are your first choice. The food is lousy and the beer is watered out and brewed in the cellar. However, it is extremely cheap. Philanthropist's is the place for a dance, and has its own troubadours.

Known Buildings/Places

  • The jail is very well guarded and almost secure for escaping prisoners. The jail is also the headquarters of the city militia.
  • The Town Hall is in the south-western part of the town and houses the court, mayor's office the bureaucracy, meeting rooms and different guild offices.
  • The library lies just next to the Town Hall and has several books (70 -75), and tax-lists, calculations and city-journals. The librarian is yours truly, Daniela. It is rumored that the library has hidden passages and that a secret book-cult has their meetings here.
  • The garrison is in the western part of the town, and is where both the city militia and the soldiers live. Both the town militia and the army/navy consists of several races, but they all have in common that they are very well trained and are loyal to the one who pays them.

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