Proto-Republican Venice world illustration - Medieval theme
Medieval

Proto-Republican Venice

m
mopa

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.
Played5 times
Cloned0 times
Created
101 days ago
Last Updated
82 days ago
VisibilityPublic
The Merchant's Quarter
The Merchant's Quarter
Point of Interest
Details
Coordinates(150, 200)
Description

The Merchant's Quarter is a bustling hub of trade and commerce, where shipbuilders, silversmiths, and various merchant guilds converge. Lavish guildhalls line the streets, adorned with intricate carvings and vibrant banners that represent the wealth and power of their occupants. The air is filled with the clamor of deals being struck, and whispers of intrigue circulate among the lavishly dressed merchants and their shadowy associates.

Appearance

Aerial view of the Merchant's Quarter, showcasing ornate guildhalls with gilded roofs and colorful canopies billowing in the breeze, set against a backdrop of busy market stalls and merchant caravans amidst a bright, sunny sky.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service