Methus

**Introduction to Methus: "The Shield of the East".**

## The Walled Cities

The country of Methus is run by a coalition of walled cities called the High Council. For each walled city there is a mayor and lead military head that speak for the city in all high matters. This primarily includes matters of grand strategy, taxation, yearly objectives, and development of one's territory. Each walled city is responsible for its surrounding land and relationships with the countries it borders. Due to this, some walled cities bear heavier weight than others or work together more closely. Each city has its own specialty, and together they have created a thriving merchant power that is poised to serve as a shield or sword for the country, for whatever the future may hold.

Walled cities such Nadaar, Sojesh, Medrash, and Fortare, are considered 'The Four Brothers' holding the Zesh Empire at bay. They are known mostly for their rich warrior culture. Each brother has a given specialty that is a blend of samples of the dragonborn high art of war smashed together with flavor/styles from all the surrounding regions. Of all the cities, Rajas is hailed as the father land, being the first and largest of the walled cities, and also where the High Council meets. Traditionally Rajas is the “Seat” of power for Methus. The city of Hilfar is the curious sister as it thrives from gnomish influence and a love of the magic of the mechanical and the arcane.

Within the south-west corner of Methus, lies a tract of land known as the motherland, known for its fertile plains and industry spiced with dwarven influence and curios drawn from the deeps near Cariel and Veritas. In the southeastern side of the country, Belroth and Nahkess are consider the rich sisters, thanks to their thriving trade and access to different cultures. They often send larger shares of resources to the four brothers compared to other walled cities of the region.

**Cities of Note:**

* *Nahkess*
* *Arckendal*

### International Affairs

Since Methus is unofficially known to be a stop gap in the Zesharan Empires expansion goals, many of the surrounding countries tend to avoid warring directly with Methus. This does not, however, mean that other countries can't find other ways to make their displeasure known.

## Laws

* Any Methini citizen is allowed the right to apply to a magistrate for high and low matters. However once ruled, the ruling stands until reviewed by a high magistrate in the capital.
* Non-Methini citizens are afforded all legal rights of Methini citizens in regards to representation in legal matters.
* Use of magic within city limits is illegal except for the following circumstances: if not on official guild/Methini business, in a private residence/business owned by the individual, within city or in the act of self-defense or marked service. Any crime committed with the use of magic will automatically be treated with increased severity.
* Guild bond slaves, indentured slaves, and other bond slave contracts are stored at the Methini merchants guild. Forced slavery for any reason, including debt, is illegal. Any changes to a contract invalidates if it is not made official before a magistrate  with all parties present. A lost contract removes the slave from any terms of service. No contract length of service may extend past five years. No slave can be charged for room and board. These rights are waived for violent criminals, or those who have been tried for crimes three times within the same year. Any slave has the right to fair trial and representation in matters of the law.
* All within Methini borders are afforded the rights to carry weapons and may request training in its use at the local militia,military, or guard.
* Any individual may apply for citizenship.
* Local laws do not supersede country and high magistrates rulings.

## Events & Holidays:

*Methini Games*

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