Proto-Republican Venice world illustration - Medieval theme
Medieval

Proto-Republican Venice

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The year is 1260 and Venice teeters on the brink as the wealthiest patricians vie for control.


Author's Note: Welcome to Venice—a labyrinth of canals and intrigue, where fortunes are made on the silk, spice, and slave trades, and betrayal lurks behind every gilded façade. The Doge, once a powerful figure, is now a puppet to be manipulated. Behind him, the Great Council teeters between chaos and consolidation as noble families vie for dominance in the city’s rise to Mediterranean power. A growing divide between the entrenched nobility, rising merchants, and foreign-born traders fuels alliances, betrayals, and assassinations. Outside Venice, Genoa is locked in a bitter struggle for trade dominance; Byzantium is resentful of the 4th Crusade; and the HRE is eager to assert control. - House Ziani: Traditionalists of Venetian values, the Ziani favor cautious foreign policy and oppose reckless expansion. Allies of Byzantium, they fight to preserve the old balance of power. - House Dandolo: Bold imperialists emboldened by their role in the Fourth Crusade, the Dandolo seek naval supremacy and control of Eastern trade, earning them accusations of tyranny. - House Tiepolo: Reformists courting the rising merchant class, the Tiepolo thrive on chaos, undermining patrician traditions to reshape Venice as a broader, merchant-driven republic. - House Gradenigo: Subtle and secretive, the Gradenigo are skilled manipulators and allies of the Ziani, favoring quiet diplomacy to maintain conservative order. - House Contarini: Naval adventurers aligned with the Dandolo, the Contarini pursue maritime empire-building but remain opportunistic and unpredictable in loyalty. - House Querini: Champions of excluded merchants and guilds, the Querini push for reforms, but their egalitarian rhetoric hides their hunger for power. Campaign Hooks: - Players must use bribes, alliances, and sabotage to secure a spot in the Great Council before it is "closed" forever. - A noble is assassinated. Was it a rival, a foreign agent, or the Doge himself trying to reclaim power? - Discontent threatens rebellion.
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7 days ago
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Assassin
Melee

Assassin

Masters of stealth, deception, and precision, assassins thrive in the shadows of Venice’s labyrinthine canals. Hired by noble families, guild leaders, or foreign powers, assassins are the unseen blades that shape political outcomes, end feuds, and eliminate rivals. They are willing to do whatever it takes—whether it’s slipping poison into a noble’s wine, staging “accidents” along dark alleys, or silencing witnesses who know too much.

Architect
Melee

Architect

Architects are visionaries responsible for Venice’s grand palaces, bridges, and churches. They earn their income through commissions from noble families, religious institutions, or city officials, and their work is a blend of engineering, artistry, and functionality. A skilled architect must balance practical concerns like foundation strength (critical in Venice's watery landscape) with the desire for lavish beauty. Architects often compete for prestigious commissions, sabotaging rivals or manip

Foot Soldier
Melee

Foot Soldier

Foot soldiers are the rank-and-file warriors of Venice, defending the city’s borders, fighting on its galleys, or serving as bodyguards for nobles and merchants. They make their income through wages from the Venetian military or private contracts, often living hand-to-mouth. Trained in using spears, swords, and crossbows, foot soldiers are disciplined but expendable. Many are drawn from the lower classes or conscripted from the Dalmatian Coast or neighboring regions, giving them a mix of loyalty

Shipbuilder
Melee

Shipbuilder

Shipbuilders are master craftsmen who design and construct the galleys, carracks, and merchant vessels that make Venice a maritime powerhouse. They earn their wealth by fulfilling contracts for noble families, the Venetian navy, or wealthy merchants, often working in the bustling Arsenale. A skilled shipbuilder understands the intricacies of naval engineering, timber quality, and balance, creating vessels designed for speed, trade, or war. Many guard their trade secrets fiercely, as rival shipwr

Traveler
Melee

Traveler

Travelers are adventurers who navigate the world beyond Venice, from the Alps to the deserts of the Levant. They make their wealth as guides, translators, or explorers, bringing back rare goods or vital information. Travelers are resilient and resourceful, skilled in survival and negotiation. They often carry stories of distant lands, adding a layer of mystique to their presence. Some become spies or emissaries, using their mobility to serve powerful patrons.

Artisan
Melee

Artisan

Artisans are skilled craftsmen specializing in glassblowing, weaving, metalworking, or other trades. They make money by selling their wares to nobles, guilds, and merchants, often competing for lucrative commissions. A talented artisan may find themselves caught in political intrigue, as noble families vie to control valuable guilds. Artisans are fiercely protective of their secrets, occasionally resorting to sabotage to undermine rivals.

Sailor
Melee

Sailor

Sailors are the backbone of Venice’s naval empire, navigating ships across treacherous seas to trade, raid, or defend. They make their living through wages from noble families, merchants, or the Venetian navy. Skilled in navigation, weather lore, and combat, sailors are adaptable and resourceful. They might moonlight as pirates, smugglers, or privateers to supplement their income, especially during times of war or famine.

Courtesan
Melee

Courtesan

Courtesans use beauty, wit, and charm to influence powerful patrons. They make their wealth by entertaining nobles, diplomats, and merchants, often gaining access to vital secrets in the process. A skilled courtesan is as much a spy as a companion, leveraging their position to manipulate politics or broker alliances. They may resort to blackmail or espionage, offering their services to multiple factions while maintaining an air of neutrality.

Banker
Melee

Banker

Bankers are the financial architects of Venice, managing loans, investments, and currency exchanges. They make money by financing trade ventures, managing noble families’ fortunes, and charging interest on loans. A banker might risk their reputation by backing dubious ventures or manipulating currency rates to destabilize rivals. Some specialize in laundering money for smugglers or financing covert wars between rival families.

Mercenary
Melee

Mercenary

Mercenaries are hired swords, serving as naval commanders, caravan guards, or enforcers for noble families. They make their wealth by fighting in skirmishes, raiding rival fleets, or protecting trade caravans. Mercenaries are loyal to coin above all else, willing to switch sides if the price is right. A successful mercenary balances martial skill with pragmatism, often employing brutal tactics to send a message to their employer’s enemies.

Diplomat
Melee

Diplomat

Diplomats bridge the gap between Venice and foreign courts, representing noble families or the city itself. They specialize in negotiation, charm, and cultural fluency, ensuring alliances are formed and trade routes are secured. Diplomats make money by brokering treaties, securing advantageous trade deals, or mediating disputes. Some might resort to deceit, spreading misinformation or leveraging blackmail to outmaneuver rivals.

Spy
Melee

Spy

Spies are the unseen blades of Venice, collecting secrets for noble families, guilds, or foreign powers like Genoa or Byzantium. They specialize in infiltration, surveillance, and manipulation, often posing as courtiers, merchants, or servants. Spies make their living selling information or sabotaging rivals’ ventures. A skilled spy will eavesdrop at council meetings, plant incriminating evidence, or assassinate key targets to further their employer’s goals.

Smuggler
Melee

Smuggler

Operating in the shadows of the Grand Canal, smugglers transport contraband such as untaxed spices, banned goods, or stolen relics. They make money by bypassing customs officials, bribing guards, and selling high-value goods on the black market. Smugglers are cunning navigators who thrive on secrecy and thrive in hidden docks, shadowy warehouses, and labyrinthine canals. They are willing to betray allies or strike underhanded deals to protect their network.

Merchant
Melee

Merchant

Unlike the long-distance trader, the merchant thrives within the bustling markets of Venice, managing storefronts, warehouses, or guild operations. They deal in high-demand commodities—Venetian glass, timber, salt—and depend on logistics and local alliances. Merchants often exploit relationships with nobles and guild leaders to protect their enterprises. A merchant might forge alliances with smugglers, finance mercenary crews, or subtly influence council policies that favor their industry.

Trader
Melee

Trader

The lifeblood of Venice’s economy and beyond, traders deal in exotic goods like spices, silk, glass, and precious metals. They make their wealth by navigating treacherous trade routes, bargaining with merchants from the Levant, Byzantium, and beyond. Traders often maintain fleets of ships and rely on sharp negotiation skills to secure profitable deals. A trader may smuggle contraband, falsify cargo records, or bribe port authorities to evade taxes and maximize their profits.

Noble
Melee

Noble

A member of Venice’s elite patrician families or beyond, the noble wields power through wealth, lineage, and political influence. Nobles make money by overseeing trade ventures, securing lucrative guild contracts, and negotiating foreign alliances. They are masters of manipulation, willing to bribe, blackmail, or sabotage rivals to maintain their family’s dominance. Some nobles are warriors leading naval campaigns; others are scheming politicians who thrive in the shadows.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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