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
- 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