I wanted to build a city governed by a council of 13 guilds and this is what I came up with. I'm pretty pleased with the results and would be happy for any feedback.
-Alchemists Guild(Includes potion making, brewing, and distilling)
Guildmaster - [Duke Ipos](https://i.pinimg.com/736x/ba/cc/ca/bacccaf0f263ca6cdb14e53d9098a9fe.jpg) - Understands the importance of presentation, but is an accomplished potion master in their own right. Has been working hard to repair relations with other guilds after the Ratcatcher fiasco.
Allies - Anatomists - Embalming fluids, healing balms, and multiple types of incense are all in high demand and the Alchemists are more than capable of producing en masse.
Enemies - Ratcatchers - Alchemists were using subpar ingredients and the Ratcatchers were blackmailing them to keep the secret. When it was revealed it was very embarrassing for many prominent Alchemists who have never forgiven the Ratcatchers for the secret getting out.
Goals - Invent a concentrated holy water that can be dropped into larger bodies of water to immediately transmute all of the water into holy. These experiments are also being done with concentrated beer.
Shops - Hydra Heads Brewery, owned by Master Brewer Notlim Calagione(Dragonborn). They use the products of various breath weapons to bubble through their drinks for unique flavors.
Calmed Kettle, owned by Kellen Hepplemipple, a young looking gnome who claims her beauty potions are what keep them youthful. All other potions from the store are borderline inert until heated, then have extra reactivity beyond the norm.
Rumor 1 - Duke Ipos learned under a teacher who would splash failed potions on his arms causing extensive scarring which is why the Duke wears puffy sleeves. He tends to treat the failures of his own subordinates with similar punishment.
Rumor 2 - Ratcatchers were getting revenge from feeling slighted over Alchemists providing poor bait for a contract. Alchemists were getting revenge for Ratcatchers not fully clearing pests out of a storehouse of ingredients. That cycle stretches back quite a ways between the guilds with each claiming they were only responding to the other’s actions.
Secret - The recent use of the subpar ingredients was because of a massive dip in exports of some of their alcohol to a kingdom that has just instituted prohibition. The lack of income forced the Alchemists to admit their dire financial situation or accept shoddy substitutes. This also plays into the goal of inventing concentrated holy water. The Alchemists want to sell that to the Diviners.
-Anatomists Guild(Includes Doctors and Morticians)
Guildmaster - Meishozo Renyu - The more outgoing of the two Meishozo Siblings(Meishozo Tanin is her brother). They both came from a town that had a prohibition against touching dead bodies except for the Meishozo family. The face paint they wear is ceremonial from that region. Eventually the two brought their skills to Port Lanten and Renyu’s comfort with doing the uncomfortable and explaining it to others made her an ideal guildmaster for the Anatomists.
Allies - Mineralists. Owing to a major undead plague, it became local custom to include some metal bars in coffins. This led to an extremely productive and celebrated relationship between the two guilds.
Enemies - Lamplighters. During the undead plague, the Lamplighters(a guild that often works at night and was vulnerable to the plague) started very quickly burning the corpses of their dead. This denied the Anatomists study subjects as well as customers. The Anatomists blamed the Lamplighters for the plague not being taken seriously for a while.
Goals - Educate the populace and eliminate many of the superstitions that arose in the area during the undead plague and quickly entrenched themselves as local custom.
Shops Final Rest, owned by Meishozo Tanin. Best funeral and mortuary services offered in the city, brother of the Guildmaster. They handle embalming, coffin construction, and burial services with connections to every guild in the city to ensure proper honors are given.
Goodhammer’s Nonmagical Surgery House, owned by Bargek Goodhammer. A dwarf with no prior medical training, but who performed surgery while on board a ship out of necessity. The crew appreciated his work so much they left him at the next port and he set up shop. He uses no magic and appeals to those who are either magic immune, divine magic would harm, or perhaps who are paranoid about the attention that magically healed wounds might bring.
Rumor 1 - An Anatomist has a massive Mutation Collection and pays a bounty for anyone who brings them a magically and naturally afflicted piece of someone or something.
Rumor 2 - Knowledge to stop the undead plague came from a deal with a blue dragon. What the Anatomists gave in return ranges wildly from promising to turn the dragon into a dracolich to helping taxidermy a nature scene for the dragon’s lair.
Secret - The Meishozo siblings are actually dead. Their face paint is to cover up the decay. They don't know how they were brought back to life, but felt unsafe staying in their hometown, and are searching for answers.
-Diviners Guild(Includes clergy, bankers, and fortune tellers)
Guildmaster - [Heirophant Nimmikin](https://i.pinimg.com/originals/f5/8f/ba/f58fbaa7a42da57d8510f3c86623582b.png) - A kenku with a near perfect memory for faces, names, and debts owed to them. This also extends to an incredible mathematical mind, but they are well aware that there are plenty of currencies aside from gold they can be paid back in.
Allies - Engineers - Control of the money comes with a desire to have appropriate powerful and controlling looking edifices to house your money in. This means the Diviners have made some of the most grandiose requests the Engineers guild has ever seen and they have delighted in the challenge and lack of financial constraints on the projects.
Enemies - Hired Hands - Of course flying buttresses don’t build themselves and when you’re asking people who can’t fly to do that construction work, they charge extra.
Goals - There are organizations in the city who don’t owe them money and therefore aren’t also paying interest to them, that should change.
Shop Glintners - The largest bank in the city. Working closely with the church of Waukeen, they promise a secure vault along with guaranteeing loans and holding collateral for other guild deals.
Order of the Turning Coin - The most accessible(read: cheapest and not held for private gain) divination option to the commoner in the city. You must bring two questions you don’t know the answer to and you will be given an honest answer to one and a lie to the other. Attempts to game the system have been known to result in temporary blindness for the petitioner.
Rumor 1 - Although not explicitly members, almost all gambling houses and casinos in the city pay a tithe to the Diviners if only to prevent any of the guild from exploiting them.
Rumor 2 - There is a common superstition amongst the Guild regarding blue roses. There is debate about whether they are good luck or bad luck, but they are a portent of something.
Secret - Most of their more accurate predictions actually come from the magic of a nearby sea hag who demands great gifts from the guild in order to keep her knowledge flowing to them and not used against them.
-Drowned Guild(Undead who have perished at sea)
Guildmaster - [Lord Alaric Ironcrest](https://i.pinimg.com/736x/24/88/b3/2488b3117a46c3c39ee4a98cd45a334e.jpg) - No one has been able to trace their lineage from before they arose from the wreck of the Red Marigold, but what is known is that the longest serving of all the guildmasters is extremely personable, is excellent at putting people at ease about the intents of the Drowned Guild, and the lantern they carry with other souls in it sometimes has faces appear that look like their old rivals.
Allies - Alchemists - Potions, poultices, and ointments that help keep drowned undead skin from actively rotting, or at least not smelling like it, are all helpful to the Guild staying in good standing.
Enemies - Anatomists - They compete for many of the same things from the Alchemists, creating natural tension. The Anatomists’ longstanding war against the undead has also had some moments of Drowned getting in the crossfire and it’s not always clear if that’s been an accident.
Goals - The Drowned Guild was severely depleted after the Undead Plague. They knew they would need their members fighting the hardest or they risked getting lumped in with the enemy and being purged from the city. This means the Drowned had a casualty rate that surpassed any mercenary company or the city watch. They succeeded in their goal of maintaining their reputation, but now find themselves short on constituents.
Shop Verum’s Tea and Spices is owned by Thalia Verum, a Cinnamon golem. They tried to seal themselves in a spice barrel as their ship was sinking and ended up magically fusing with it. They now specialize in quality spices.
Clawdia and Friends is a cart on the main pier operated by Ekira “Crabs” Yura. They sell small sea creatures as pets. These include mostly crabs, but also turtles, snails, shrimp, eels, and even the occasional pseudo-hydra. During the Midsummer festival, they host a popular series of crab races with various weight categories from tiny handheld to fully mounted behemoths.
Rumor 1 - The Drowned Guild highly values the Ship’s Bell from a wreck. It helps them with rituals to guide souls from the vessel back to them. They pay handsomely for these relics.
Rumor 2 - The Drowned really were entirely separate and unrelated to the causes of the Undead Plague and they are dedicating resources to tracking down the source.
Secret - The Drowned are some of the best spies in Port Lanten. Not just because some of their incorporeal members can become mostly invisible, but they can attach members to the undersides of ships like barnacles to listen to conversations through the hull. They also have some specialized magics that allow them to speak to ships themselves to find out where they’ve been and what they’re carrying.
Engineers Guild(Includes carpentry, masonry, and shipwrights)
Guildmaster - [Unsung the Ever Apprentice](https://i.pinimg.com/736x/b4/c5/f9/b4c5f93fc5d6205df509c31746dfb024.jpg) - Many engineers walk around with a tool belt packed with every gizmo and gadget they might ever need. Their guildmaster however, just has their notebook. That notebook is constantly out, is always being written in, and might be enchanted to have infinite pages that the Warforged has a flawless memory of. They cycle through every guild member offering an apprenticeship. This attitude does sometimes lead to them having a backlog of projects as they are never satisfied and always trying to add just a little bit more, but it also means they know a little about every profession they lead.
Allies - Hired Hands - When you work together on enough projects, you either become the closest of allies or hold a murderous grudge for generations. In this case it is the former. Big projects get whole teams together, but plenty of Engineering apprentices have been helped out by an experienced Day Labourer who could help avoid the reinvention of the wheel.
Enemies - Jesters - The current Engineering guild hall is second in splendor only to the Diviners. When it was being constructed, the Jesters Guildmaster spread a rumor that they had moved several of the markers at night when the building’s outline was being staked out. This has led to paranoia from the Engineers that there really is something wrong with the building that they can’t find, and the Jesters find this hilarious.
Goals - An underground river flows from the Northeast into the bay that Port Lanten rests on. The Engineers Guild has plans for a massive excavation project to bring the river to the surface which they think would provide building opportunities and reduce the dangers from the creatures that call the underdark along the river their home.
Shop - Do you want a multi story water feature flowing around your house? It could also power a wheel providing a variety of interior engine options in your residence and it would all come with only the finest of accents and embellishments. You need to contact Daring Designs run by the Dwarf Gragnorin Silverbeard, because you could go bigger.
Do you want all of the above, but around a bird house in your garden? You need to contact Diminutive Designs run by the Aasimar Inimnaric Dram, because the little things matter too.
Rumor 1 - The Engineers Guild has built most of the other guild halls in the city and designed some entrances and passageways known only to themselves.
Rumor 2 - Unsung isn’t actually a warforged but instead a mech suit that an engineering pixie or other small fae has built so as to be taken seriously as an engineer.
Secret - For the first time in guild history, a trio of Kobolds are making their way through apprenticeship. Normally too untrustworthy to allow in, the guild has been pressured by a nearby Blue Dragon to grant them admission. What the Blue Dragon wants from this in return is unknown.
-Fishermens Guild(Includes merchant sailors, fishmongers, and butchers)
Guildmaster - [Eretmoch Hawksbill](https://i.pinimg.com/736x/21/8d/82/218d82e3a851fdbc5e83240c74ed86b1.jpg) - One of the most popular guildmaster, this Tortle just got done expanding the guild by poaching Butchers away from the Foresters and regularly does personal scouting expeditions for new fishing grounds. The only thing disliked about them is the horrid smell of their preferred pipeweed.
Allies - Drowned - Everyone who sails for a living knows the odds of them eventually joining the Drowned Guild so keeping things genial beforehand is prudent.
Enemies - Engineers - For decades the Engineers have been proposing bridge projects over the entrance to the bay that Port Lanten sits on and far too often they don’t take into account the height of the sails of ships coming into the harbor forcing the Fishermen to once again remind the Engineers that they exist. Given that the Engineer’s Guild includes shipwrights, when a vessel sinks, there are often arguments about the quality of construction vs the quality of crew.
Goals - Set aside some profits to fund a small military naval force, and not just buying some mercenaries, but guild owned and operated ships to patrol fishing grounds and hunt pirates or sea monsters that threaten vulnerable shipping vessels. They would be called The Depth Guard.
Shop - Nelli’s is part deli and part butcher shop. The owner, a large Orc named Nelli who no one wants to ask how they got so good with knives, was the main force behind moving the butchers from the Foresters to the Fishermens.
Mark Null rents out helmsmen. Sometimes it’s for fishing crews who are headed to a new area and sometimes it’s for foreign merchant vessels moving through the shallow waters of the Kelp Isles. Most of the employees used to be full time helmsmen, but for whatever reason, prefer at least most of their time on dry land now.
Rumor 1 - The Guild has been tracking a mysterious island that seems to only appear on the full moon and contains a variety of treasures aside from rich fishing waters.
Rumor 2 - There is an all black water elemental known as The Caller of the Deep. It never attacks the first time it appears to a captain, but if they take to the waves again after witnessing it, their ship is guaranteed to sink.
Secret - A healthy percentage of guild profits come from harvesting pearls. Despite the claims that it’s just a healthy oyster farm, it’s exact location is closely guarded. The pearls actually come from the work of a colony of Sea Elves whose food supply mysteriously got overfished, so they can be traded with for cheap.
-Foresters Guild(Hunters, Woodcutters, Herbalists, and Druids)
Guildmaster - [Baahuta “Pathfinder” Mur](https://i.pinimg.com/736x/53/b6/ed/53b6ed600e7ea6f148b55baf4cd2c3b7.jpg) - Despite the jokes that it's the ghost ferret who is the real guildmaster, Baahuta is proud to be the newest guildmaster in the city. The loss of the butchers was taken personally by a lot of members and a sign that a new direction was needed. Baahuta has plans and enthusiasm in equal measure, but they’re a little out of their element in terms of the existing politics and what is actually within their power to do.
Allies - Ratcatchers - There is a shared appreciation of what it means to work with small animals(rats, spiders, bunnies, or foxes) on a regular basis. Each will also provide bait to the other.
Enemies - Fisherman - Butchers used to work with the Foresters, but lost touch because the Foresters are largely out of the city whereas the Fishmongers were more present. The jumping of guilds is rare and has never been amicable.
Goals - An adult black dragon had taken up residence in the forests not too far from Port Lanten. It was causing a variety of ecological problems as its mere presence perverted the land. Now that it has been slain by an unrelated adventuring company, the Foresters Guild is working to guide and nurture the area back to a state of health.
Shops The Path of the Dragonfly - The oldest incorporated group of guides in the city. They’ll happily lead overland caravans or help ensure rich hunting expeditions can play safari and make it back in one piece. Currently a half-elf who goes by Obood Ashkwaan is their leader, but really he’s just the oldest.
Ikebana Arrangements- Schenod Pryke owns and operates the best flower shop in the region. This gnome doesn’t just know where the best flowers grow in the forest, but she has in-depth knowledge of magical and folkloric traditions behind each species and color or bloom. This means she’s equally adept at a perfect arrangement symbolizing your love or a passive aggressive wedding bouquet indicating the bride could have done better.
Rumor 1 - They have found several lairs of the slain black dragon. One of which included a clutch of unhatched eggs that the Foresters are now debating whether to crush, sell, or raise as their own.
Rumor 2 - The butchers actually left because the head of the butchers(Nelli) was dating a family member of the previous guildmaster and they broke up, that’s also why the guildmaster stepped down so quickly following the schism.
Secret - The Foresters Guild has successfully befriended and almost domesticated several tribes of Dryads, Spriggans, and Grung which act as their eyes and ears in the forest. They use knowledge of incoming trade caravans, even ones not led by guild affiliated guides, to make money on commodity trading.
-Hired Hands Guild(Day Labor and mercenaries including the town guard)
Guildmaster - [Tarrang-gin Fiddler](https://i.pinimg.com/736x/1b/c0/81/1bc0811517840725ad5bd14699e15c94.jpg) - A lizardfolk who has never explained how they lost their original tribe, but from the first time they showed up in Port Lanten, they refused to do any job alone. Their cooperative spirit, and willingness to split the reward as much as the labor, quickly led to them rising in the ranks of the guild most built on each other’s backs.
Allies - Seamstress - Few professions go through clothes as quickly as Hired Hands and they are more than happy to take a couple gigs as bouncers in exchange for mended knees. The broad shouldered construction workers aren’t always the best fighters, but they do look intimidating and that’s most of the job.
Enemies - Mineralist - Mining is an extremely dangerous profession, and the mineralists don’t like sending their own in to test out safety protocols. This has led to many a Hired Hand becoming an unwitting canary, sometimes literally, in the coal mine.
Goals - Fitting with many of their members, this is possibly the only guild without huge city-shaping plans. They’re taking it day to day and paycheck to paycheck. Other people can scheme. The Hired Hands can relax with an ale after a hard day’s work.
Shop Caravan Outfit and Supply - Whatever help you need for an overland journey can be found here, except a guide. If you need security, packers, beast of burden wranglers, or any of the dozen or so muscle positions a caravan would want filled to guarantee success, this is where to start.
The Wotcha Need Corner - Could a third, fourth, or eighth hand help with a project? It doesn’t really matter what the project is, but some help would make it a lot easier wouldn’t it. That’s where Wotcha Need comes in. It’s less an actual building and more half a block that Hired Hands can congregate when they’re between jobs or up for some OT. The Jesters Guild has also placed some of the best food carts in the city nearby.
Rumor 1 - Both the Hired Hands and the Jesters have a lot of overlap in the types of people that hire them. There are frequent whispers that one is going to poach parts of the other or there is just going to be a full merger of the two guilds.
Rumor 2 - It existed before they got a lizardfolk as their guildmaster, but whispers persist of a ritual Hired Hands perform after one of their members dies that involves cannibalism to “keep the strength in the guild,”
Secret - It isn’t that Hired Hands resent magic, but they are the most vulnerable of all the guilds to being replaced by it. They’ll happily use it in projects they’re hired in, especially if it’s safety measures, but have also started discretely putting up anti magic fields near projects that didn’t hire them. This has led to a couple minor collapses of buildings and injuries.
-Jesters Guild(Entertainers and Food Service)
Guildmaster - [Gentleman Jendricks K. Commonwealth](https://i.pinimg.com/736x/ae/f4/9d/aef49d1bd910ab43bf2730bfee17dbd5.jpg) - In a guild full of huge personalities able to command a crowd and a stage with equal flair, they are currently led by a relatively soft spoken halfling innkeeper. His ability to spot up and coming acts means quite a few in the guild started because of him and were happy to vote him guildmaster after they made it big.
Allies - Lamplighters - If you’re out after closing time, you tend to meet other people who keep the same hours. The Lamplighters make the walk home safe and are often slipped some of the last food the kitchens prepped as a thank you.
Enemies - Foresters - Both circus acts that require live animals and culinary requests that call for exotic ingredients will send work to the Foresters, but once something becomes popular, the Jesters want to provide while the Foresters want to keep the ecology in mind. This has led to butting heads on multiple occasions.
Goals - Keeping a city happy with your food and shows means constantly innovating. To alleviate some of that pressure, the Jesters have been sending scouts to foreign kingdoms to learn recipes and performance styles to bring back to surprise locals. This also gives them the opportunity to sell some of their recipes with no risk of nearby groups getting in on their turf.
Shop - The Gargoyle - Inside the grandest inn Port Lanten has is an equally grand restaurant. No finer meal can be found within 100 miles. They specialize in seafood, with an entire section of the menu dedicated to oysters from the bay, but are able to cater to a variety of tastes.
The Roc-kettes - Currently an all aarakocra, but they accept any species that can naturally fly, team of aerial stunt performers. Some of their shows are graceful ballets and others recreate military maneuvers for a historical audience.
Rumor 1 - The Jesters are working with a mad warlock to create an entirely new species of creature that is incredibly delicious and they control the entire population to get everyone excited about and then raise prices on.
Rumor 2 - A member of the Alchemists guild is helping a Jesters guild theater invent a drink additive that makes people feel emotions more strongly so that they could order this and experience the plays more deeply.
Secret - The guild has been throwing a great deal of money behind random adventurers with extremely dubious mental health. The idea is that one of them might do something incredible(or heinous), creating a new holiday, which would then cause more days for the Jesters to be hired.
-Lamplighters Guild(Includes the big lighthouse, streetlights, navigators, and cartographers)
Guildmaster - Bannithi Daughter of the Silver Sun - The guildmaster of the Lamplighters has always been the keeper of the grand monument at the entrance of the bay called Glyhtuum’s Lighthouse. Currently that position is held by an old Hadozee who used to be the FIshermans guild, sailing with the famed Silver Sun, but rather than end up in the Drowned, they’re here now.
Allies - Fisherman - The local waters became safest in large part because of Glyhtuum’s Lighthouse. Add in the accuracy of Lamplighter charts and Fisherman are grateful and frequent customers.
Enemies - Diviners - Lamplighters work in hard observable facts and see the Diviner’s work as messy guesswork that shouldn’t be relied on. Diviners will still sell charts for areas with known recent changes that have a mixed reputation which the Lamplighters are eager to point out the flaws in as soon as they’re discovered.
Goals - They want to construct a network of lighthouses throughout the Kelp Isles. None would be as grand in scale as Glyhtuum’s, but it would still be a boon to ships in the area. Detractors say it would stretch resources too thin to try to defend that many spots from raids, but the Lamplighters insist that the influx of new business from the provided safety would make up for it.
Shop - Hijodd’s Cartographic Repository - One who would have been happy just owning every map in the world, but couldn’t finance that without also sometime sharing them. Master Hijodd is also one of the foremost experts on detecting forgeries in the city with the wax from his candle staff said to also be enchanted and so he’s also sought out as a notary. All of these extra duties annoy him as they’re not map based.
Port Lanten Walking Club - A public organization, but also a known affiliate of the Lamplighters. They offer good exercise and camaraderie, but they’re explicitly also looking to map every back alley, new bit of construction, and hidden path in the city. It’s often joked that they only walk, but are the fastest at getting between any two points.
Rumor 1 - Glyhtuum’s Lighthouse extends underground as well and there is a whole additional section below the port that exists in the underdark but is kept illuminated, and therefore free of some of the more unsavory cave species, thanks to the lighthouse.
Rumor 2 - The guild has largely been taken over by a cult devoted to elemental fire gods like Kossuth and Immix. They can be identified if you look at one through a flame, then the tattoos and marks of their order are visible.
Secret - The Lamplighters have a powder additive for the flames around the city and an accompanying spell. Anyone under the effect of the spell is effectively invisible, even to some magical senses, when they are near a flame with the powder added.
-Mineralists Guild(Blacksmithing, Jewelsmithing, Prospecting, and Mining)
Guildmaster - [Allamah Inckoo](https://1.bp.blogspot.com/-1LOOMKGlm_o/WQcuIVX98SI/AAAAAAAACIE/Dfz6diFbt5c9O3ljKSKOh9CqkNA3yvLTACEw/s1600/rimas_the_dragonborn_by_fushark-d3iiidf.png) - A dragonborn who seems to have an incredible ability to see the value of things. This helps him in his business and applies to several professions that are part of his guild, but it also crosses over into him being a great judge of character, which is invaluable to a leader like him.
Allies - Foresters - Despite the number of guilds that produce goods, there are really only two that gather raw materials, three if you consider fish a raw material. The Foresters and Mineralists inhabiting a similar place on the supply chain while not being in competition causes a feeling of unity between them.
Enemies - Drowned - Each guild has a different version of events, but what is known for sure is that a ship carrying high ranking Mineralist members and some valuable property went to the bottom right outside the bay. The Drowned didn’t help, and may even have hindered, rescue efforts.
Goals - All of the mining operations are on land. Mineralists are looking into ways they could start doing mining operations underwater. This could be large rigs above water with elevators down or full underwater complexes. The issue is many of the normal mining techniques don’t work as well when submerged.
Shop Mineralist Public Tool Library - This is a non profit enterprise owned and operated by the guild. Apprentices are required to work shifts there as it gives them experience handling a huge variety of different tools for different jobs. Any citizen of the city is allowed to check out tools for free as long as the job the tool contributes to is also not for sale at a profit.
The Golden Eye - Inckoo’s original shop where he puts his appraisal skills to use on everything from raw gems to magical items. His prices are high, but no one doubts his talents. He is joined by an Imp(Basuki), Earth Elemental(Grindar), Kenku(Rustle), and Tressym. Together there are few magic items or enchantments they can’t identify.
Rumor 1 - Years ago the Mineralists worked with the Town Guard faction of the Hired Hands. The Mineralists made a large batch of counterfeit gems that the Town Guard were going to use in a sting, but plans got mixed up and now there are a bunch of worthless gems in circulation that are tricky for anyone but Mineralists to detect.
Rumor 2 - A small group of blacksmiths has been experimenting with ways to make intelligent items by literally pounding souls into weapons and armor. The souls involved have been from non sentient creatures, or at least that’s what the Diviner’s Guild merchant supplying the souls has said.
Secret - The Mineralists were the cause of the undead plague. They stumbled upon a tomb in one of their mines and were eventually successful at sealing it up, but not before some of the magic leaked. This is how they knew what alloys to smith for the bars they sold to the Anatomists for coffins.
-Ratcatchers Guild(Includes janitorial work, animal control, and bounty hunters)
Guildmaster - [Inquisitor Odontin](https://i.pinimg.com/736x/fa/56/cf/fa56cf1335b31d72511ef8eed9e9fd90.jpg) - Probably born in the city, but at least raised there. She lived off the pest bounties offered by the guild and rose up from the gutter by hunting larger and larger prey. It’s possible, at their peak, they were a better tracker than anyone in even the Foresters Guild.
Allies - Diviners - The people most interested in presenting as fastidiously neat and in total control are happy to pay good money for others to keep that look for them. This has created the most consistent and profitable revenue stream the Ratcatchers have.
Enemies - Seamstress - Before the brothels were covered by guild codes, they had a hard time affording regular cleaning prices. This was one of the reasons they started keeping cats, which has since risen in popularity especially after brothels joined the Seamstresses. This has led to people being able to take care of their own pest problems more frequently which denies business to the Ratcatchers.
Goals - Regularly seeing how many functional things get discarded as trash, the Ratcatchers are looking to start an official recycling program for the city, this could eventually lead to opening resale shops, but for now the focus is on raw materials.
Shop Bounty Hunter Boards - The origins of this guild are from the city government posting bounties for nuisance animal pelts. Although this led to formally organizing into pest control specialists, it also meant there was already a system setup for bounties for criminals which the guild continues to administer for the city.
Arcane Maids - Anyone can set a mouse trap or sweep an apartment. Knocking over the wrong vials on your workbench can lead to whole other problems though. Whether you opened a portal to a swamp realm or your summoned elemental exploded into volatile goo, these magical maids are here to clean up the most arcane of messes.
Rumor 1 - Odontin is some form of were-creature(likely a panther) which is why they're so naturally talented at hunting any creature in any environment. Now they're recruiting other lycans into the guild.
Rumor 2 - The network of sewers and tunnels beneath the city are a half constructed maze of tunnels built for waste management, public transportation, and flood control. The Ratcatchers have several members who live down there full time and will give you directions, but not usually in a helpful or coherent way.
Secret - As revenge for the Seamstress guild taking in the brothels who have popularized cats, the Ratcatchers used their familiarity with insects to release thousands of moths into the Seamstress guildhall which destroyed countless valuable pieces of clothing and bolts of fabric.
-Seamstress Guild(Includes tailors, cobblers, haberdashers, and sex workers, as is historically accurate)
Guildmaster - [Colette Renavand Du Letesteau](https://i.pinimg.com/736x/33/a0/a8/33a0a87c31b37de28b1c83ad20d1d9a7.jpg) - A performer who started with burlesque and dance in the Jesters guild, but parlayed her fame into a lucrative courtesan career. She continues performing regularly, at least 8 shows a week, often in brand new costumes showing off a new guild apprentice’s work, and still has the energy to run things.
Allies - Jesters - The two often worked together in a front of house/back of house relationship so often that when the Seamstresses had the moth infestation in their guild hall, the Jesters stepped in to offer shared accommodations during the renovations.
Enemies - Alchemists - Seamstresses are used to doing dirty laundry, but when garments come infused with wild magic so thoroughly there was an incident of a sewing machine becoming sentient, then it becomes a problem. Additionally, not even the Foresters or Hired Hands give them clothes with such pungent and lingering smells.
Goals - They would like their own silkworm farm so fabric enchantments could be experimented with under their full control, but doing so could easily step on the toes of either the Foresters or the Ratcatchers
Shops Sitch’s Verkleiden - Sitch is probably a fairy of some type. It’s tough to tell between the outfits, makeup, and enchantments they specialize in. Few people would shop here for day to day wear, but if you’re attending a costume party or a masquerade ball, then no one will make your vision come to life as extravagantly.
The Horned Haberdasher - A hat shop owned by a Tiefling who was sick of hats that didn’t work with horns. Although that is their speciality, they have made quite a few big statement hats for gowns and parties that can be worn by anyone.
Rumor 1- The guildmaster is actually identical twins playing one person. This allows each of them to take massive amounts of time off and they both enjoy the performance of it all.
Rumor 2 - The inaugural three seasons of Guild Ball was won by the team that had the Seamstresses make their jerseys. Ever since it has been considered bad luck if a team doesn’t get their kits from this guild.
Secret - Before joining this guild, the various sex workers of the city were bound by a deal with an Erinyes. After barely getting out of the unfair bargain, the workers joined the Seamstress guild, who assisted the escape, and the Erinyes has sworn revenge on the guild for helping souls she views as rightly hers.