A6: Guildhall of Leatherworkers, Weavers, and Tailors

This catch-all guild has eventually come to represent nearly every artisan engaged in the production of clothing, blankets, and the like. In addition to the three named professions, the guild represents cobblers, dyers, seamstresses, curtain makers, upholsterers, hat makers, yarn spinners, cloak makers, knitters, embroiderers, and hosiery makers.

However, perhaps because of this diversity, the guild is nowhere near as organized or powerful as are, say, the carpenters. This is evidenced by their small guildhall, used only for the gatherings of the members at the monthly meetings, and the infrequent get togethers of the various masters.

The one unique feature of the hall is the luxurious apartment in the rear of the building. A well-furnished bar, comfort able chairs and rugs, a large fireplace, and a huge bed are the central features of this suite. One door, always locked, connects the apartment to the hall. Otherwise, entry is gained through a door into the back of the guildhall, discreetly screened by other buildings.

The apartment is reserved for the use by the guild masters, through a rigid reservation procedure. Each master has a key, but no one else even knows the apartment exists (except for the housekeeper from Old City who arrives every morning to clean). The apartment is used for those affairs when it is imperative that the guildmaster's spouse remain ignorant of the liaison.


A6: Leatherworkers’ Guildhall. An older guild of leatherworkers, smiths, and other professions broke apart in the late 580s. The leatherworkers and their allies (cobblers, saddle makers, and so on) retained this building. The break had been long expected; many guilds were first organized along an Oligarchy decree that grouped workers not by the exact type of work they did but by the material they used or the areas they inhabited. This clumsy arrangement unraveled after the Greyhawk Wars when trade bloomed and everyone chased after every copper coin. Though boot makers, saddle makers, and armor makers have little in common besides using leather (and often not even the same sort of leather, at that), they have made common cause together to strengthen their bargaining position with merchants who sell their goods and with the Oligarchy, which passes laws affecting business.

The guildhall has many examples of finely tooled leatherwork on display, and meeting rooms are always available for the guildmembers. A luxurious apartment at the rear of the guildhall is used by the guildmaster, Harran Fanshen [N hm zero-level; hp 3; Cha 17], no relation to Constable Derider Fanshen. Harran is a popular figure, a much better administrator than he is a leatherworker. A number of the buildings near the guild are leatherworking shops of different sorts. Various spells had been cast over this area in the past to force air upward around these buildings in permanent, mild updrafts, preventing the smell ~ of the leatherworking process from overcoming those living near this area. Adventurers may sell the hides of unusual or rare beasts here for good money.

DM's Notes: The Thieves’ Guild sometimes orders special leather armor, boots, and gloves from here, which Harran happily supplies in exchange for immunity from theft. The Thieves’ Guild sees itself as benefiting most from this arrangement, as the Guild of Leatherworkers is not thought to have anything extraordinary worth stealing. This is not true. Harran found that his apartment contained several magical items stored there by a previous guildmaster who died in a street brawl a decade ago. Harran’s most prized discovery is a suit of leather armor +3 that allows him to cast a shield spell twice per day at the 12th level of ability.


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