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The Guilds

Craftfolk whose looms and kilns built Marshedge's wealth, and who mean to have a say in spending it.

Scope
Local
Alignment
Trade guilds
Relationships
  • The CouncilSubsidiary

    Guild masters sit on Marshedge’s council.

  • The Old FamiliesRival

    The Guilds chafe at Old Family power despite generating much of Marshedge’s wealth.

Marshedge's organized trades — weavers, potters, glassblowers, and herbalists — who generate much of the town's wealth and chafe at the power of the Old Families.

Alongside the four main guilds are lesser trades: smiths, bakers, carpenters, thatchers, the miller, and others who keep the town running. Marshedge's economy depends on goods that Stonetop wants: cloth, pottery, glassware, bendis root, herbs, trained craft labor, and access to trade flowing along The Highway. The Guilds have money and skill, but not the same inherited authority as High Town.

Hooks

  • Organized labor and civic ambition pushing against High Town
  • Trade leverage Stonetop can't easily replace
  • Apprentices with grudges
  • Idealists trying to form new guilds
  • Practical experts who know exactly how dependent the town is on their work