Hall of Guilds
In the heart of Yhada, the bustling capital of South Brea, there exists another vital Hall of Government within The Conference: the Hall of Guilds. This particular hall represents the interests of the business, crafting, and specialized skill guilds, including mercenaries and adventurers. However, unlike the Hall of Commons, the Hall of Guilds possesses an entirely different ambiance, resembling more of a lavish, high-priced tavern than a solemn place of governance.
The Hall of Guilds is bustling with activity, as representatives of the numerous guilds convene at large, intricately carved oak tables. These tables are laden with finely crafted goblets and overflowing platters of sumptuous food and drink, for the guild members are known for their hedonistic tendencies.
The atmosphere within the hall is one of boisterous revelry and calculated negotiations. Guild leaders and their representatives engage in animated discussions, often over deals, contracts, and alliances. Music and laughter fill the air as minstrels and bards regale the attendees with tales of heroic deeds and profitable ventures.
While the Hall of Guilds is a place of great influence, it is also known for its susceptibility to corruption. Beneath the veneer of camaraderie and shared interests lies a web of secret deals and backroom negotiations. The allure of wealth and power can sometimes lead even the most noble guild leaders astray, making them susceptible to the darker temptations of politics and intrigue.
The Hall of Guilds, despite its potential for corruption, remains a pivotal branch of The Conference. It is a place where the economic heart of South Brea beats, where fortunes are made and lost, and where the interests of the skilled craftsmen, mercenaries, and adventurers are both fiercely advocated and, at times, manipulated. In Yhada, the capital of South Brea, this hall serves as a constant reminder that power, in all its forms, can be both a blessing and a curse within the grand experiment known as The Conference.
A Hall of the Conference. Represents the numerous crafting, adventuring, banking, and magical guilds within South Brea. The diverse set of skills this collective represents often puts its members at odds with one another. Usually being the last to vote and dragging the process far past any deadline, the Hall is still seen as a powerful political force. People often agree it is the key to power within The Conference. The other hall's votes can often be predicted based on their motivations but the Hall of Guilds positions itself to be swayed by the others, by means legitimate and underhanded.
The Hall has never even agreed on a single speaker for the organization. The longest lasted less than 2 months before being voted out. The most recent speaker was found dead outside her house.
The Hall of Guilds is bustling with activity, as representatives of the numerous guilds convene at large, intricately carved oak tables. These tables are laden with finely crafted goblets and overflowing platters of sumptuous food and drink, for the guild members are known for their hedonistic tendencies.
The atmosphere within the hall is one of boisterous revelry and calculated negotiations. Guild leaders and their representatives engage in animated discussions, often over deals, contracts, and alliances. Music and laughter fill the air as minstrels and bards regale the attendees with tales of heroic deeds and profitable ventures.
While the Hall of Guilds is a place of great influence, it is also known for its susceptibility to corruption. Beneath the veneer of camaraderie and shared interests lies a web of secret deals and backroom negotiations. The allure of wealth and power can sometimes lead even the most noble guild leaders astray, making them susceptible to the darker temptations of politics and intrigue.
The Hall of Guilds, despite its potential for corruption, remains a pivotal branch of The Conference. It is a place where the economic heart of South Brea beats, where fortunes are made and lost, and where the interests of the skilled craftsmen, mercenaries, and adventurers are both fiercely advocated and, at times, manipulated. In Yhada, the capital of South Brea, this hall serves as a constant reminder that power, in all its forms, can be both a blessing and a curse within the grand experiment known as The Conference.
A Hall of the Conference. Represents the numerous crafting, adventuring, banking, and magical guilds within South Brea. The diverse set of skills this collective represents often puts its members at odds with one another. Usually being the last to vote and dragging the process far past any deadline, the Hall is still seen as a powerful political force. People often agree it is the key to power within The Conference. The other hall's votes can often be predicted based on their motivations but the Hall of Guilds positions itself to be swayed by the others, by means legitimate and underhanded.
The Hall has never even agreed on a single speaker for the organization. The longest lasted less than 2 months before being voted out. The most recent speaker was found dead outside her house.
Many Skills, Many Virtues
"How can the Soveriegn think that a Hall made up of bankers, lowlifes, AND craftsmen could ever agree on a single measure? It is clearly an oversight...or an obfuscation of the purpose of this grand experiment..." - Edith Lochland, Hall of Great Houses Head Magistrate
Type
Political, Faction / Party
Leader Title