Midmeadow, City in
Nyrond,
City of Kishar
City of the Long Road
City
Statistics
Population:
a smaller city, though larger than Beer,
probably
comparable to Chathold
Exports:
maps, road construction, gems, ore, stone, mining expertise
Imports:
livestock, grain, horses, paper, fine pottery, silk, jungle spices,
jungle gems, Gibbil's
wood, flintstone, Girru's oil, weapons, bows, glass, hourglasses,
printed materials
Ruler:
Lady Mayor Nuram Aria
Religious Ruler:
Archbishop Ashur
Inkitu (Church
of Kishar)
City Spell:
Build Road
Guilds:
- Long Road Adventurer's
Guild
(leader Itbe Kanum)
- Guild of
the Road (thieve's
guild): Based in Midmeadow, the city
of maps and roadbuilding, the Guild of the Road is a loose
confederation of many thieves. Unlike some other guilds, it does not
have a tight command and control structure nor a defined mission
statement or set of practices. As many of the people of Midmeadow do,
its members travel widely and often. Most desire to see as many wonders
of the great cities. Since the church widely publicizes many of the
great natural wonders of Oerth, its citizens and thus members of the
guild are often wont to take the roads to wherever they lead. Thus, the
comings and goings and frequent travels of many of its members make it
difficult for the guild to maintain strong control over its members.
Such a well traveled guild however, makes it one of the most far
reaching of the thieves guilds and they often focus on supporting the
travels of its members. The Guild is 'run' loosely by a few of its more
influential & notorious members. They appear to agree that the
guild should allow lots of freedom in its ranks and not be centralized.
Influence comes with the amount of money the member is willing to
invest in the guild and/or with more henchmen/guildmembers that work
for that member (i.e. number of operations running).
- Basic Membership (for
0-3rd lvls): cost 0 must be citizen of
Midmeadow (confirmed via birth records)
Benefits: basic training in thieves cant/innuendo, access to
basic maps of the roads while in city training on a pay-as-you-go
basis, possible employment on various 'jobs' with full
guildmembers. fencing of minor items, access to low skilled trainers
- Journeyman Membership:
cost 1,000gp/year
Requirements: passing knowledge of competing guilds, knowledge of some
spheres of member ac
Benefits: advanced training in theives cant/innuenedo access to
advanced maps of a variety of places (at additional costs), training on
a pay-as-you-go basis, possible employment on various 'jobs' with other
guildmembers. fencing of hot ticket items, access to highly skilled
thieves for advice, training, or service.
- Full Membership: cost
10,000gp/year
Requirements: extensive knowledge of competing guilds, extensive
knowledge of internal member activity.
Benefits: Possible employment of lesser guildmembers for a 'job'
designed by you Jailbreak* (90% in Midmeadow, 35% in cities with upkept
roads, 5-15% in other cities) Extradition to Midmeadow* (50% in cities
with upkept roads, 5-15% in other cities), Access to Reliable Messenger
Services (to and from Midmeadow only) Fencing of artifacts, relics, and
very unique items Some influence on direction of Guild (more money
paid= more influence), *1 per year per 10,000gp paid in advance, can be
applied to henchmen
- Contacts: Typical means of
making contact with other
guildspeople is done by wearing the city symbol of Midmeadow openly and
then relying on theives cant/innuendo to establish membership. The
common cant sign establishing membership is a glancing touch to the
face and then a touch to a dagger or weapon. Kisharians often visit
temples of St. Sunniva, the Patron Saint of travelers and there is a 5%
chance in any city that guild members can make contact with each other
at those locales. There is a 1%/day chance of meeting if character
wears symbol openly about town. These chances are increased by +2% if a
major road (recent upkeep) connects to the city.
- Benefits of meeting
guildmembers in other cities: information
on town including major figures/notable locations/ knowledge of working
theives guilds location of nearest good fence
trade news from home.
- (Red List) Guildmember
activities may include all sorts of
crimes: Brigandage (often on major roads), Horse thievery, Peddling
information, Extortion (protection money), Asassination (Both physical
and character assassination), Monopoly of one business and inflate cost
of using this business, Forgery, fence, burglary, fraud, kidnapping,
blackmail, stealing, plagiarism; spoliation, robbery, embezzlement;
lift cattle, poach; smuggle, swindle, launder money. piracy (least
common in this guild)
- Cartographer's
Guild
Description:
- This city is an old,
stone-built city with many cobbled streets
and stone walls. It resembles Heidelberg and is the home of many
universities and libraries. This is a very scholarly city, yet one that
is also literally "grounded" by its great respect for the earth
goddess.
- Due to the connections to
the earth and the liberal leanings of
the church, druids, dwarves, and other earth-power focused
groups often visit here.
- The church and its very
practical and financially lucrative
services play an important role in the life of the city.
- The roads leading into and
through the city and the process of
lighting the roads in times of emergency are an important part of
everyday life and culture.
- The area just to the north
of the city is a natural wonder
created by centuries of clerics raising the stones in the field of
Kishar. This stone forest is made of karsts, called up from the earth
by the clerics who complete important quests.
Rules of Midmeadow:
- Obeys Nyrundian laws
- No entry to map libraries or
other libraries without permission
of the church.
Locations:
- A famous feature of the
square in front of the church is the
Compass of Oerth, a diagram carved into the stone of the street with
Midmeadow in the center and lines leading out in the direction of all
cities linked by official roads, with an indication of the miles to
each city.
- The Road to the Theocracy,
oldest and most impressive road in
Oerth, all roads out of midmeadown are lit by clerics in an important
ritual in times of emergency.
- University of Midmeadow
(specializes in cartography and history)
- Cave of St. Banu, cavern
below the outskirts of the city
- Church of the Rim of the
Oerth. The antechamber of the archbishop
is a nice room full of tapestries. One large mural on the wall depicts
100 people carrying boulders on stretchers as part of a famous
road-building, building the road to Dyvers.Guards at the
Archbishop’s doors wear chain, short swords, holy symbols of
Keishar. The room is two stories tall. There are three chairs against
the back wall and a nice water fountain at the corner.
There’s an
altar and two doors on one side and many candles on the other.
NPC's of Midmeadow
- Archbishop Ashur
Inkitu (friend of thieve's guild leader,
Indira Dir'Kumi), wears robes covered with maps
- Itbe Kanum, Head of the Long
Road Adventureres Guild, Considered
very dangerous, rich, likes to gamble, A LOT!
- Indira Dir'Kumi childhood
friend of the Bishop of Midmeadow.
Legend says he and the bishop retrieved one of the Teeth of DalverNar
from the ruins of an ancient keep in the Duchy of Tenh. The holy item
is now housed in the Theocracy of the Pale and guarded by the Pale
Knights. He is the major contact for jobs for "ruin hands," - thieves
employed to accompany and assist clerics of Kishar in explorations of
ruins and ancient cities.
- Nyrundial su'Kitch - Expert
forger of documents purportedly in
some high goverment office does writs of pilgrimage, religious edicts,
documents of state, letters of marque, usury notes, some henchmen
involved in dealings in theocracy
- Mira Mataline - mistress of
robbery & buglary Noble in
Midmeadow, rich purported to have burgled famous noble houses
throughout Oerth a number of good fences in the guild work for her -
anything from stolen art to noble insignia and magic items
- Majory Fame a member with
much weight in the guild very rich and
has a several well-trained henchmen not much information on how she got
her cache - rumours of adventuring, maybe embezzlement?
- Ristor Kane a fighter
employed by and part of the guild has a
number of fighter henchmen 10 years ago, wiped out the 'Guild of Howat
Fax' that tried to move into Midmeadow his people do some policing for
the Guild in Midmeadow
- Ruper Imnabba su'Sik con
artist of some notoriety in Midmeadow,
in jail a few times but always gets out quickly purportedly has an in
with the militia stories that he worked with/for Mira Mataline a few
times
- Minniba ur'Ishkal, expert at
sleight of hand, directs/runs the
Theatre su' Illusion & Prestidigitation supposedly a master
pick-pocket in his day, retired, may have trained some very good pick
pockets, some of which still in Midmeadow
- Kraddick r'Tal, ran a large
brigand network that stole from many
big caravans on many major roads. was caught a few years ago by some
adventurers, probably dead
- Peace Hamarabba a famous
con-woman, would charm men with her
looks then her crew would rob them blind crucified at Mithat several
years ago.
- Haruman the Magical, an
elderly magician the guild uses to
appraise magical items and potions.
- Kuiper 'the coup' Sunveil,
Retired jack of all trades. Very well
liked and personable. Well liked in city because he often invites bards
and gleeman to Midmeadow. Trained many of the current members in the
basics of information gathering and survival as a thief in the realms
of Oerth. Often asked by various influential members to train new
hires.
- Lord Warrad-natu, An
aristocrat of Midmeadow. Likes to gamble and
womanize. Known for his collections of rare artwork. Will stop at
nothing to add to his collection of trophies.
- Kadger Kruk, Kadger is one
of the most powerful dwarves in
Midmeadow (there aren't many dwarves). He helps with the mining
operations that occur in the mountains and around Midmeadow.
- Bishop Thronkin Lugalpadanum
- Bishop Unanim Albardia
- Alana (fifth-level priest)
- High Priest Baran (rumored
to be able to build really big hills)
- Kobael wizards (sorcery)
- Bishop Kabtum Bitum
- Guido of the Guild of the
Road (organizes the "guides" who lead
visitors and tourists through the windy streets of town)
Encounters:
Events:
In August 598 (YR20), a former thief of the Guild of the Road who is
now working with Lod and the Red Hand, attempts to overthrow Midmeadow
while it is in the midst of negotiations with Greyhawk City and
Rhadighast City. The thief, Raith, masquerades as Indira, a friend of
the Archbishop, poisons the font of the city and its water supply by
using the Fountain of Tyr Nigoth. The Fellowship of the Torch (of
Greyhawk City) and Nantalia Nur'padanum and Kabtum Bitum of Midmeadow,
Calatin the druid, Enbilsatum, and Darmak, wizard of the Scarlet
Brotherhood, stop the plan.