Difference between revisions of "Council of Guilds"

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[[Category:Organizations]]
 
[[Category:Politics]]
 
[[Category:Politics]]
 
[[Category:Obsidian Bay]]
 
[[Category:Obsidian Bay]]
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[[Category:Domain of Obsidian Bay]]
 
===Overview===
 
===Overview===
 
* Leadership
 
* Leadership
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====Office of Grievances====
 
====Office of Grievances====
 
This office handles inter-guild complaints and disputes, attempting to settle any problems before they erupt into violence, lawsuits, or both.
 
This office handles inter-guild complaints and disputes, attempting to settle any problems before they erupt into violence, lawsuits, or both.
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Its administrator is [[Preston Anderson]] (Aristocrat 1, see ''Skillful Bureaucrat'' below, Knowledge: Guilds +5)
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====Office of Incorporation====
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This office administers the incorporation of guilds and associations within the city.
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==Powers==
 
==Powers==
The Council of Commons has exactly the same powers as its sibling Councils, namely, the ability to pass laws, including, but not limited to, those dealing with the military, taxes, and aspects of running the domain. It has additional powers relating specifically to the administration of guilds in the city. These powers allow it to designate a trade or professional guild as "protected", effectively granting it a monopoly in the city within the confines of its area of expertise. Adventuring and mercenary guilds can not be so protected.
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The Council of Guilds has exactly the same powers as its sibling Councils, namely, the ability to pass laws, including, but not limited to, those dealing with the military, taxes, and aspects of running the domain. It has additional powers relating specifically to the administration of guilds in the city. These powers allow it to designate a trade or professional guild as "protected", effectively granting it a monopoly in the city within the confines of its area of expertise. Adventuring and mercenary guilds can not be so protected.
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==Legal Process==
 
==Legal Process==
 
Smaller and more professional than the [[Council of Commons]] and without the bloated egos of the [[Council of Holders]], the Council of Guilds is less boisterous, and home to less grandstanding, than either of its legislative counterparts. As such, it's the one council that's likely to get something done even though its voting procedures are identical to the other councils.
 
Smaller and more professional than the [[Council of Commons]] and without the bloated egos of the [[Council of Holders]], the Council of Guilds is less boisterous, and home to less grandstanding, than either of its legislative counterparts. As such, it's the one council that's likely to get something done even though its voting procedures are identical to the other councils.
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Unlike the Council of Commons, each member of the council is given an aide of their own. The Council's offices are found on the ground floor of the Great Hall, with each councilmen receiving a small, but well-equipped, space.
 
Unlike the Council of Commons, each member of the council is given an aide of their own. The Council's offices are found on the ground floor of the Great Hall, with each councilmen receiving a small, but well-equipped, space.
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==Current Roll Call==
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* [[Laslo Manderlin]], Master of the Darksea Guild
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* [[Malphas]], Master of the Blackrazor Guild
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==Statblock==
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=== Brutish Bureaucrat===
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Brutish Bureaucrat: Male Human Com1; CR 1; Medium Humanoid (human); HD 1d4+1; hp 5; Init +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +0/+1; Full Atk +1 One-handed  (1d6+1;20/x2, club); SR 0; AL N; SV Fort +1, Ref +1, Will +1; Str 12(+1), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 12(+1); Skills: Bluff +4, Diplomacy +4, Gather Information +2, Intimidate +5, Sense Motive +4. Feats: Negotiator (PH 98), Persuasive (PH 98).
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===Knowledgeable Bureaucrat===
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'''Knowledgeable Bureaucrat''' Male Human Exp1; CR 1; Medium Humanoid (human); HD 1d6; hp 4; Init +0; Spd 30 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk +0 One-handed  (1d4;19-20/x2, Dagger);SR 0; AL N; SV Fort +0, Ref +0, Will +3; Str 10(+0), Dex 10(+0), Con 10(+0), Int 14(+2), Wis 12(+1), Cha 12(+1); Skills: Bluff +2, Diplomacy +6, Gather Information +4, Knowledge (arch & eng) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Sense Motive +5. Feats: Negotiator (PH 98), Skill Focus (one knowledge skill). Languages: Common, Elven, Dwarven, Ancient Suel
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===Skillful Bureaucrat===
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'''Skilled Bureaucrat''' Human Ari1; CR 1; Medium Humanoid (human); HD 1d8; hp 4; Init +0; Spd 30 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk +0 One-handed  (1d4;19-20/x2, Dagger); SR 0; AL N; SV Fort +0, Ref +0, Will +3; Str 10(+0), Dex 10(+0), Con 10(+0), Int 13(+1), Wis 13(+1), Cha 12(+1); Skills: Bluff +5, Diplomacy +7, Forgery +2, Gather Information +3, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge (religion) +2, Sense Motive +6 + one additional Knowledge area, +5 bonus. Feats: Negotiator (PH 98), Persuasive (PH 98).
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==See Also==
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* [[Council of Commons]]: The Council which represents the city's myriad guilds.
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* [[Council of Holders]]: The Council which represents the city's land owners.
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The Council meets twice a week, typically on Starday and Waterday. All members work at their regular jobs while serving, including Lord Chairman and his Vice-Chairman.
 
The Council meets twice a week, typically on Starday and Waterday. All members work at their regular jobs while serving, including Lord Chairman and his Vice-Chairman.

Latest revision as of 06:18, 23 August 2008

Overview

  • Leadership
    • Lord Chairman ???
    • Vice Chairman ???
  • Roster: 34

One of the three legislative councils that govern Obsidian Bay at the behest of the Lord Mayor, the Council of Guilds represents the interests of the commercial, working, and adventuring guilds in Obsidian Bay.

The Council of Guilds admits the master of any guild with more than 100 members and presently has 34 members.

Offices

The Council has several administrative offices designed to assist the city in managing its myriad guilds.

Office of Grievances

This office handles inter-guild complaints and disputes, attempting to settle any problems before they erupt into violence, lawsuits, or both.

Its administrator is Preston Anderson (Aristocrat 1, see Skillful Bureaucrat below, Knowledge: Guilds +5)

Office of Incorporation

This office administers the incorporation of guilds and associations within the city.

Powers

The Council of Guilds has exactly the same powers as its sibling Councils, namely, the ability to pass laws, including, but not limited to, those dealing with the military, taxes, and aspects of running the domain. It has additional powers relating specifically to the administration of guilds in the city. These powers allow it to designate a trade or professional guild as "protected", effectively granting it a monopoly in the city within the confines of its area of expertise. Adventuring and mercenary guilds can not be so protected.

Legal Process

Smaller and more professional than the Council of Commons and without the bloated egos of the Council of Holders, the Council of Guilds is less boisterous, and home to less grandstanding, than either of its legislative counterparts. As such, it's the one council that's likely to get something done even though its voting procedures are identical to the other councils.

Terms of Office

As with all the other Councils, those elected to the Council of Guilds serve 3-year terms. There are no term limits.

Membership

The Lord Chairman of the Council of Guilds is elected by the members of the council on a yearly basis. The Lord Chairman then picks his Vice-Chairman, who serves with him – and in his place should be indisposed.

Unlike the Council of Commons, each member of the council is given an aide of their own. The Council's offices are found on the ground floor of the Great Hall, with each councilmen receiving a small, but well-equipped, space.

Current Roll Call

Statblock

Brutish Bureaucrat

Brutish Bureaucrat: Male Human Com1; CR 1; Medium Humanoid (human); HD 1d4+1; hp 5; Init +1; Spd 30 ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +0/+1; Full Atk +1 One-handed (1d6+1;20/x2, club); SR 0; AL N; SV Fort +1, Ref +1, Will +1; Str 12(+1), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 12(+1); Skills: Bluff +4, Diplomacy +4, Gather Information +2, Intimidate +5, Sense Motive +4. Feats: Negotiator (PH 98), Persuasive (PH 98).

Knowledgeable Bureaucrat

Knowledgeable Bureaucrat Male Human Exp1; CR 1; Medium Humanoid (human); HD 1d6; hp 4; Init +0; Spd 30 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk +0 One-handed (1d4;19-20/x2, Dagger);SR 0; AL N; SV Fort +0, Ref +0, Will +3; Str 10(+0), Dex 10(+0), Con 10(+0), Int 14(+2), Wis 12(+1), Cha 12(+1); Skills: Bluff +2, Diplomacy +6, Gather Information +4, Knowledge (arch & eng) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Sense Motive +5. Feats: Negotiator (PH 98), Skill Focus (one knowledge skill). Languages: Common, Elven, Dwarven, Ancient Suel

Skillful Bureaucrat

Skilled Bureaucrat Human Ari1; CR 1; Medium Humanoid (human); HD 1d8; hp 4; Init +0; Spd 30 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk +0 One-handed (1d4;19-20/x2, Dagger); SR 0; AL N; SV Fort +0, Ref +0, Will +3; Str 10(+0), Dex 10(+0), Con 10(+0), Int 13(+1), Wis 13(+1), Cha 12(+1); Skills: Bluff +5, Diplomacy +7, Forgery +2, Gather Information +3, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge (religion) +2, Sense Motive +6 + one additional Knowledge area, +5 bonus. Feats: Negotiator (PH 98), Persuasive (PH 98).

See Also


The Council meets twice a week, typically on Starday and Waterday. All members work at their regular jobs while serving, including Lord Chairman and his Vice-Chairman.