GUILDHALL

Social Class: Middle.

Power Center: Always—nonstandard (guild).

Buildings: Guildhalls (3%), average lodging (5%), average food (11%), fi ne trades (5%), average trades (17%), poor trades (5%), fi ne services (5%), average services (11%), poor services (3%), average residences (33%).

Description: These areas look much like marketplaces or average residential districts, but a few larger structures dominate the streets. These guildhalls contain both individual offices and large meeting chambers capable of holding hundreds of people at once. Some were built specifically for this purpose, while others are converted warehouses or taverns. All types of people are visible here, for guild membership includes rich and poor alike. Wagons are more common than carriages, and the streets smell of sweating workers.

Plot Hook: A powerful crime organization has recently expanded into the city. The criminals are pressuring several of the legitimate guilds to aid in smuggling, moving funds, and even more serious crimes such as kidnapping. The guilds have so far refused, resulting in the murder of several guild members and harassment of some of the guilds’ customers. The guildmasters seek assistance in removing the criminals without creating a public spectacle.


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