The Artisan's Guild Settlement in The Last Stand of The Comet | World Anvil
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The Artisan's Guild

Once full of luxury shops that sold only the finest wares, the Artisan's Guild is now home to many of the free roaming wanderers who call the Comet home. Captain Rill does not care enough to charge rent or go through any of the effort of maintaining the Artisan's Guild, and leaves them largely to maintain themselves. They have their own council of government, and maintain their own egalitarian system of law and order.   Gaining residence in the Artisan's Guild is as simple as claiming an unoccupied storefront, and industriously working it to maintain occupancy. Prime real estate is often occupied by the best crafters who make the finest wares, who can afford to bargain or barter their way into better spaces. The artisans at the entrance of the Guild Hall make up the council - and if you do not care for the politics of the council, you make do with the real estate further down the corridors.   The Artisan's Guild is always industrious and noisy. The deck below the shops contains what used to be maintenance and storage rooms, but has been converted into a communal workshop. Though many artisans live and work in their shops, some of the more portable (or less profitable) artisans make use of the sparse barracks - though their use is first come, first served.   Though the Artisans do take credits and currency, the majority of the Artisans operate on a barter and honor system. Participating and helping the system thrive ensures better conditions for the participants - and those who actively rebel or abuse the system find themselves shut out of some of the choicer benefits.   The Artisans are fine crafters, but are also prolific recyclers. Nothing is wasted on the Comet, and the Artisan's Guild wields enough influence to provide amply for their members and still have enough left over to sell. The greatest value is an industrious spirit, and those who work hard for the benefit of the Guild find themselves richly rewarded.   The current Guildmaster is Friend Rennick, from a mammalian species known as the Lommen. Rennick operates a general trading post and bursary, offering a variety of services for travellers including money exchange, translation, and dispute resolution. Friend Rennick is a charming, genial creature with short, greyish fur and a musical, chirping voice, and wears a jumpsuit with many pockets. Rennick's cheerful demeanor is endearing to most people, but Captain Rill maintains a polite distance when dealing with the Guildmaster.

Demographics

Mixed population, any and all species are welcome so long as they can provide.

Government

The Artisan's Guild, lead by Guildmaster Friend Rennick. The four shops near the entrance of the Artisan's Guild and the Master of the Workshop make up the Artisan's Guild, with the Workshop Master operating as the deciding vote when opinions are split.

Infrastructure

The communal workshop, run by the Master of the Workshop, is a collection of tools and supplies collected over the centuries for the communal use of the Artisan's Guild. You must have a shop or barter with the Master of the Workshop to use the Workshop or its minimal barracks (10 beds and a communal bathing area).
Alternative Name(s)
Crafter's Quarter, The Barter Hall, Artificers Deck
Type
District
Population
Varies, generally maintains an average of 30 crafters and their families.
Inhabitant Demonym
Artisans

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Cover image: Where Comets Go by S Leigh Schmidt

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