Meridith
Meridith is The Nation of Ameril's largest city, and the capital of the nation. Sitting at the estuary of the Stormborn Sea and the Dragonstream the city sits in a well watched inlet and functions as both a defensive hardpoint and a trade hub for the region.
Paved roads lead out from all directions and the surrounding homesteads and farms are well guarded by the Merdith City Watch.
Districts
The Commons
lie to the east of the City; a mass of sprawling housing and residential buildings, accompanied by the occasional park, open square or meeting hall. The Low Gate provides access to many of the farms and homesteads that lead out past the walls of Meridith and the inner trade wall creates a clear line between the housing and The Tradeway. Several shrines and edifices to The Powers are found across the Commons, most of which accept offerings to any of The Powers.The Tradeways
run from the Northgate down the centre of the city, all the way to the main docks at the shores of the ocean. The Trade District lacks the feeling of community found in the more residential wards but retains the hustle and bustle of the marketplace throughout the day and up until midnight. It hosts hundreds of merchants, guilds, companies, trading communities and councils and is the economic driving force behind Meridith. If it can be bought for a price, chances are it can be found here. Many of it's operations including tariffs, rules and taxes are decided on by a governing council elected from the merchants, known as the Adler-Solver Trading Alliance. Magical items and weapons are rare, but a few select stores do sell these treasured items, all which must be vetted by the Warders. Illicit purchases can be found, but the black market is hard to find and even harder to leave from.Highwater
So called for it's position to the Dragonstream and that it lies to the north of the Tradeways, Highwater is also named so due to the fact that only the noble houses and people of prestige reside in the area. Split into larger House manor's the area is much more affluent than the Commons. Highwater is also home to a large shrine to The Powers, Kaedesh's Tower as well as The Edifice, a meeting place and billboard for those with coin who need mercenaries to assist them.The Docks
are one of the busiest places in the city, as storage, trade, incoming travelers, the Seagate and other activities happen all throughout the day and night. The area is sectioned off into the Military docks to the west, the main port and the fisherman's wharves allowing military vessels to patrol, trade ships to dock and fisherman to gain an acceptable catch. Both the The Talons and the Erudite Blades have guild halls in this area and the Adley Solver Trading Alliance and East Empire Trading Company possess large buildings and warehouse area across the southern docks.The Watchway
is a large raised platform connected to a small watch office. From here patrolling watchman have a commanding view of the area in order for them to spot would be thieves or any brawls that may break out in the area. The guard post also acts as an information kiosk for those who wish to know about specific wares or for merchants to report theft or harassment.The Castle
the living area of Imbe Drakenherir, Methusila keep is well protected on the south west of the City. Only two entrances access the area and both are guarded at all times. Only those specifically invited to enter may pass and they must hold a symbol of the city or a guest invite to gain entrance. Attached to the keep lies the Halls of Justice; where crimes, orders and requirements are kept and issued, and the Meridith Grand Library; Where most of the history and written knowledge is kept. Luthien Niphredel maintains her own wing of magical writings within the library which lies adjacent to the Warder's protected armoury. Access is very strictly controlled. The military ward is sectioned off to the east, allowing quick reinforcement to the keep and creating a natural barrier between the rest of the city and the castle surrounds. The City Watch, numbering just over 200 stay here.Government
Ruled by The Lady, and governed on a day to day basis by Magistrate Garion Hostmantle, a handful of other individuals earn noteworthy mentions. Defence of the city is managed by Captain Bennett Rowe of House Rowe who leads the city guard, and Ceryn Gwelt, a Dragonborn and part of the Warders enforces any magical disruptions to the city proper. Luthien Niphredel watches over magical texts.Law
Although most of the people are law-abiding and most laws remain unwritten the Laws of the City serves as a basis for most sentences. The City Watch has complete power when dealing with disputes. Any crime dealing with magic is automatically given over to the Warders who will present their case to the Queen or Magistrate once the facts have been investigated. Each crime is divided into one of two types and severity of the offense. The first type deals with crimes against the city: *treason, impersonation, forgery, destruction of public property, poisoning of wells, bribery, unlawful entry, desecration of tombs.* The second type concerns crimes against individuals: *rape, murder, fraud, sabotage, spying, brandishing a weapon, threats, robbery, blackmail, arson, assault.* Statutes apply to the restriction of the use of weapons and armour. These laws do not apply to the city watch or soldiers of the military. Licensed bodyguards also are restricted to a lesser extent. One may apply for a license with the city courts. All weapons must be peace bonded (magically bound to their scabbard or sheath) at all times, and wearing medium or heavy armour in the streets is inappropriate and can be cause for arrest. On production of a license the following law applies instead. Anything larger than a light weapon must be peace bonded, wearing heavy armour is considered inappropriate and may be cause for investigation. The Warders run special restrictions to those using magic in the city, and as such the following rules apply: *The use of any damaging spell, any spell that affects another individual against his or her will or any spell which results in the theft or loss of property of another are expressly forbidden and can be constituted as crime. The summoning, substitution or alteration of yourself or another person, item or other being within the city limits are strictly forbidden.* A spellcaster can be granted a special permit to utilize certain spells in some situations.Sentencing
in Meridith range from fines for minor crimes or misdemeanors a small fine is issued. This includes accidental damages, trespassing, fighting in the streets or carrying an unauthorized or non-peace bonded weapon. To incarceration; attacking a city watch member, causing civil unrest, stealing or other offenses., exile (nobles or court official who commits a crime is sentenced to exile from the kingdom of Ameril without hope of returning unless proved innocent.) and execution for crimes such as murder, rape and attempted murder. The Meridith Watch is the staple of Meridith's law enforcement and the council makes great use of the organised police forces at its disposal. Crime is at an all time low and mercenaries are prohibited from actively doing their work within the city. As an off note, anyone capturing or killing an outlaw is entitled to keep the outlaw's possessions as well as any reward offered. Statutes apply to the restriction of the use of weapons and armour. These laws do not apply to the city watch or soldiers of the military. Licensed bodyguards also are restricted to a lesser extent. One may apply for a license with the city courts. All weapons must be peace bonded (magically bound to their scabbard or sheath) at all times, and wearing medium or heavy armour in the streets is inappropriate and can be cause for arrest. On production of a license the following law applies instead. Anything larger than a light weapon must be peace bonded, wearing heavy armour is considered inappropriate and may be cause for investigation.Magic
The government's cadre of mages run special restrictions to those using magic in the city, and as such the following rules apply. The use of any damaging spell, any spell that affects another individual against his or her will or any spell which results in the theft or loss of property of another are expressly forbidden and can be constituted as crime. The summoning, substitution or alteration of yourself or another person, item or other being within the city limits are strictly forbidden. A spellcaster can be granted a special permit to utilize certain spells in some situations.Points of Interest
Artists Corner
So named because this slight rise gives an excellent view over the nearby region and many artists sit here both painting and selling their artwork. Occasionally people from the lower classes venture to highwater just to look at the paintings and it is one of the only places where the 'commoners' are not looked down upon as everyone should enjoy the art of great painters.The Highgarden
The Highgarden is an elaborate park keep in pristine condition and containing some natural beauties within. Possibly the most visually pretty place in Meridith the grounds are kept clean and in check by a group of gardeners and druids who daily ensure nothing goes afoul in the region. The park is inhabited by a group of dryads and a nymph who remained here after the city built itself around their homes. They tend not to bother visitors and those who walk through rarely bother them.Healer's House
For those who are looking to be cured of wounds or disease and such, no temple will accept them, instead directing them to this formidable building. Inside clerics take shifts in providing healing at a small donatable fee. In this way the groups have formed a lucrative business as well as keeping the temples themselves free of those who need regenerative magics. The location itself is divided into several rooms of severity and typeSeleliquil’s Theatre of Adventure
The great legacy of Seleliquil Prendraig, the theater is home to some of the most accomplished performers in all the land, training and promoting young bards, sending them into greatness. Its main theater is the largest indoor amphitheater in AmerilCurio Court
Allegedly the lair of the fiendish Spider Xixxil, Curio court makes an excellent place for dealings of the underworld as it is one of the only places un-patrolled by the city watch. The section of houses are run down and heavily infested with vermin, most attempt to navigate away from the derelict area.Backglance Row
Backglance Row is a group of buildings bought out by benefactors in the Grey Ghosts and acts as a secondary meeting place for the organization. However its main purpose is to sell blackmarket items such as poisons, lockpicking kits and other contraband Although the guard are aware of this, they allow the activity to continue as the government is of the stance of 'better the enemy you know' and the guild brooks no challenge to their authority of the underworld in the city. Raids are occasionally performed when specific items that are deemed dangerous to the city crop up, but otherwise the alley is left alone.Power Players
House Danathor
Disputably the most powerful of the Houses, Based in Meridith, the House has a strong military bent, though they also dabble in trade and mercantile interests. They are responsible for the active military of The Nation of Ameril. Havran Danathor, married to Kathryn, is the current patriarch of the House and a stern and intelligent man. He has differed from many of his descendants in that he takes deep interest of all affairs happening in the region. He is yet to sire a child. A cunning strategist and General, Gaine Danathor commands the Meridithian armed forces, and by extension the military as a whole. A member of the Lady's Shield (a small force directly responsible for the protection of The Lady Imbe Drakenherir), he is a veteran of many battles, having survived the events of the War of the Frozen Sea Ammon Danathor is the youngest of the Danathors. Active in high circles, he throws lavish parties for the nobles and manages many of the most prestigious social events in Meridith. Recently however his actions have been rather unusual. Their crest is a Lance on a Purple background, with a gold bend raguly overlayed through the middle. Their motto is Ensuivant la Verite, meaning 'By following Truth.'House Cerrick
The Cerricks have a tumultuos past but have always pledged loyalty towards The Nation of Ameril and have thus far managed to retain both their title and the majority of their wealth. They are the richest House within the nation and possess a great deal of influence in the upper circles. Aside from this they also possess several powerful family heirlooms and control a great deal of information and specialist items, thanks to their matriarch being a powerful diviner and mage. Having established many contacts through their time, it is suggested that they are the most influential of the Houses. Lady Delilah Cerrick is a regal lady, appearing to be in her mid 50's although by all accounts, she has been that age for at least the last 20 years. She bears a striking resemblance to the original matriarch of the House, Amathene Cerrick. She is sometimes seen about the manor, although most of the time she is not in Meridith, regularly making trips abroad. Jarek Cerrick is the wealthy and cunning Patriarch of the Cerrick. A tall blonde man with a well-kept beard and mousetrap Jarek has a great deal of influence in Meridith. Shrewd with his wealth and active in gaining allies, Jarek enjoys playing the diplomat and handling any intrigues that may come his way. Illmare Cerrick is the flirtatious and beautiful daughter of Jarek and is the pride and joy of the family. Many see her as the most beautiful woman in the city, with the charisma to match. Illmare is actively fending off potential suitors in rivalry with the Lady Imbe Drakenherir. The two women are close friends and Illmare prefers to keep out of the dealings her father delves in instead playing the sweet hostess in most gatherings. Paran Cerrick is the eldest of Jarek's sons and a haughty and smart young man. His golden hair and sharp features make him instantly recognisable as a Cerrick. A skilled fencer and brilliant mage, Paran excels in most activities he can be bothered in attempting. Recently he has been seen sneaking out of the city for some clandestine purpose. Some say he is being courted by The Voices of the Dark Their Crest is a Drake on a green background with a black border. Their motto is 'patria et familia' meaning 'Country and Family first.'House Dotsk
The youngest of the great Houses, the Dotsk family came to power as a vanguard who established Amerilian rule over The Reach, following in the wake of The Reclaimers. They have been granted power over the region to allow them an opportunity to truly add their name to Great Houses within Meridith. Relatively new to the vicious politics played at the highest levels, the Dotsks seek to establish their legacy in most recent times through whatever means are at their disposal. Pavel Dotsk and Nishka Dotsk are the ruling couple of the House and reside in the city of Lokussa, managing most of the affairs of the region. Many believe the marriage to be a matter of political power rather than any true love. Rachaella, Gramsby, Katernin and Braddword Dotsk are the four true-born children of the couple and tasked with promoting the family's agendas within the Reach. They look to develop the House's reputation within the city and across foreign lands through deeds, retrieval of powerful artifacts, increasing trade and engaging with the citizens of The Reach.House Tallamine
Tallamine is oft referred to as the House of The Powers. Many of the nobles of the house are established as such because of their divine assistance. Most of the family members are clerics or worshipers of one Power or another. Unlike the other great Houses, the Tallamines often keep to the background, going about their business and gaining wealth from the flocks they preside over. They often interact with the lower class in order to retain the goodwill of the people. The matriarch of the family Emri Tallamine is a devout follower of The Powers. Although graying she carries herself with pride and often goes to assist those wounded in battle. Much of the family's fortune stems from donations from thankful soldiers following the actions of the elderly lady. Joss Tallamine is the hypocritical black sheep of the family. Squandering the House's wealth he wants nothing to do with The Powers and is frowned on many within the House. Recently he has been tapping into personal funds to build connections with the East Empire Trading Company. A pink cross and flowery border on a white background is their crest. Their motto is 'spes et misericordia' meaning hope and compassion.House Rowe
This once great House has recently fallen into disarray despite many years of loyal service to the nation. It truly suffered when Andonious was raised as an Wraith and afflicted through terrible magics only a few years ago, defeated only by the guile of several war heroes. Even still, the Rowe family formally manages the policing of Meridith and believe in protecting the city's interests. Bennett Rowe is the captain of the guard in Meridith. A man who has seen many of the formative incidents in his lifetime, some say he is a magnet for trouble. In reality he is often involved in plots as he employs the services of adventurers to fulfil jobs his guardsmen cannot. A cousin of the prime family Dylan Rowe is a capable swordsman and a bright young lad. He is eager to take up the mantle of adventurer. Although Bennett insists he is not ready Dylan has been frequenting the Edifice in Meridith in order to look for contract work and has recently been hired on. This brown haired idealistic boy employs a gung ho attitude and aims for greatness. He cares nothing for the upper class and looks to aid the downtrodden. The Rowes fear he will take the same path as his cousin Ahren who ventured to find an artifact known as the Eladrinblade, and die in far off lands. Their crest is a silver Helmet on a grey background. Their motto is 'gladius et lux' meaning sword and light. Melanie Rowe Is Bennett's lovely wife. She is caring and quite new to the trappings of the noble house life. Brought up in a small apartment she is still getting her bearing of Highwater and having some difficulty fitting in to the social circles of the aristocrats. He mousy brown hair and irregular dress sense do not assist her in this endeavor Although retaining roots to her low born heritage she is finding she quite likes the finery and relaxed life of one who has come into money.Adler-Solver Trading Company
From the very first interactions of trade in Ameril the Adler-Solver Trade Alliance has been operating. They alliance was initially created to keep fair trade in Meridith and prevent groups forming a monopoly on any one product. The alliance promotes free trade as well as assisting in the start up of organisations and individuals who cannot afford a trade license. Members of the Adler-Solver Trading Alliance are often interested in bulk goods, new locations in which to ship or to secure these goods, or expanding their reach to areas outside their immediate control. Real estate, ships and the construction of new settlements are also areas the alliance are involved in. Adventurers affiliated with the Alder-Solver Trading Alliance are often recruited to find new deposits of ore, or cleanse an area of enemies so a new trading post, trade routes or settlement can be constructed. Marcus Solver is the current guild leader and figurehead of the guild. Associated merchants pay a small association fee and are provided with networks, set prices and access to guild materials in exchange.East Empire Trading Company
Originating from Shyan and comprising mostly of merchants The Yushan Empire, the East Empire Trading Company is known to have interests in many areas. Although they primarily deal in potions, herbs, hard to procure items and strange and exotic creatures they have been known to sell or buy a wide variety of other items. At present, a large amount of the potions and poisons available in Ameril stem from this company, their bottles proudly marked with their insignia and embossed information. Adventurers who are affiliated with the East Empire Trading Company may be recruited to discover or procure rare resources, items, or simply hunt for beasts in order to capture them, taking what they have or gleaning more information about the creatures.The Grey Ghosts
The Grey Ghosts are a network of spies, watchers and unofficial agents who work to gather resources, information and artifacts that may have power. As information brokers they clandestinely control many of the events driven by the civilized races. One might be hired to find out a particular piece of information or gather evidence for one cause or another. To an extent they perform particularly dangerous, illegal and lucrative ventures, such as smuggling or acquiring rare or banned substances, although these services are offered with great pay or reward. Their trademark is a grey circle of fabric with a copper coin slipped under. The guild operates through a series of shops in Backglance Row in Meridith Agents often operate independently and may search for their own tasks or may be assigned to source or find something by a higher up. Regardless, the ghosts have a vast network that rely on each other to pass on information, items or assist in any ventures than an agent may partake in.Defences
Geographically Meridith is placed in an open plain leaving an enemy approach difficult if not impossible to hide. The raised base of the city near the waterfront protects against seaborn attacks and its three tiered defensive harbor reinforces this position. Just south of the city is the Early Call Watchtower and five other watch towers line the city walls giving the lookouts unobstructed views in all directions.
Meridith's walls are reinforced by magical binding spells and old enchantments as well as being made from strong bonded stone. These 20 foot thick and 50 foot high walls have crenelations on both sides and tunnels and small rooms running along the interior. This has been reinforced approximately 3 feet in with a thin layer of adamatite at great cost to further protect the city. The walls circle the entire city.
The magical wards on the walls also ward of evil outsiders and magical attacks to some extent. Coupled with this each district is walled off with interior walls allowing further fallback withdrawals to be possible in case of a breach. Armed Forces Meridith's armed forces include the City Watch, the guard, Navy, Warders and as well as several guild companies who are loyal to the city. The city's citizenry including wizards and warriors from several different guilds have on more than one occasion rallied to defend the city with copious amounts of magic and combat expertise. Other Meridith is protected by the Air wall a magical barrier which defends against teleportation, flying and other magical or planar threats.
Industry & Trade
Imports Exotic goods, pearls, textiles, spices, magic items, grain, livestock Exports Lumber, siege weapons, fish, vegetables, furs, raw minerals, forged steel.
Every transaction in Meridith has a minor tax of 5% attached to it and merchants usually mark their prices up by at least triple to the sell price. Although this is a general guide.
Type
City
Population
24000
Location under
Owner/Ruler
Owning Organization
Shops
| Name | Items |
|---|---|
| Ancient Yushan Secrets | Artifacts, Magic Items and Information |
| Bearface Trade Emporium | Tradegoods and common items |
| Baacke's Armour | Custom metal armour |
| Cooks Concession | Food, cooking gear |
| Common Shovel | Travelling gear, general items |
| Creatures Great and Small | Animals, Beasts, Other Creatures |
| Derby's Jewels | Gemstones |
| Findecks Forge | High quality weapons |
| Flora and Fruit | Fresh fruit, herbs and minor potion |
| Glorious Aid | Potions and herbs |
| Lords Smith | Mass made armour and weapons |
| Lost Gloves | Trinkets, clothes, cloth armour |
| Meridith Cartography Inc | Maps, inks and parchments |
| The Ride | Horses, Mounts, Saddles |
| Scribe | Scrolls, Spellbooks |
| Seleliquil's Theatre | costumes, makeup |
| The Spinning Needle | Clothes, fabrics, dyes, repairs |
| Top Men Storage | Tradegoods, storage space, large items |
| Tully's Axe | Weapons of all kinds |
| The Quivers Rest | bows, arrows, fletching |
| The East Empire Trading Hall | potions, spices, cloth |
| Hatch's | Trinkets, clothes, cloth armour |
Inns and Taverns
| Name | District | Notes |
|---|---|---|
| Anns Inn | Commons | mostly local clientele |
| Blue Dragon Cellar | Highwater | Huge tavern, has a (fake) dragon skull on it's wall |
| Brisk Sea Air | Docks | sailors and dockhands. |
| Tradeways Tavern | Tradeways | located in the centre of the Tradeway |
| Burning Man Inn | Commons | Magic fire sign, lots of Talons. |
| Crossroads Corner | Tradeways | biggest tavern in the city |
| Dragon's Rest | Commons | Mostly for nobles looking to recruit muscle |
| The Floundering Fish | Docks | Makes many 'craft beers.' |
| The Edifice | Highwater | Recruiting point for mercenaries |
| Gregory's Alehouse | Docks | best soup in the city |
| Immediate Attraction | Highwater | Clandestine brothel |
| Highwater Tavern and Inn | Highwater | visited by nobles, reservations required |
| Minstrel's Flagon | Commons | Great music, shares building with Seleliquil's Theatre |
| Outskirts Inn | City Limits | Sits just outside the East Gate |
| The Ox and Cart | Tradeways | Mercantile clients, near the North Gate. |
| Pen's Resthouse | Tradeways | Known for it's bright blue roof. Attracts rich merchants |
| The Sailor's Delight | Docks | Not so clandestine brothe |
| Sappha's Nest | Highwater | Is an alleged meeting spot for the Grey Ghosts |
| The Shimmering Light | Commons | Attracts adventurers and thus, the City Watch. |
| Sorrows Deep | Docks | mostly dock hand and peasants |
| Unicorn's Well | Docks | Magic users tavern of choice. |
| The Welcome Grave | Commons | Known for its fine selection of food and wine |
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