Difference between revisions of "Council of Guilds"

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(New page: Category:Politics Category:Obsidian Bay ===Overview=== One of the three legislative councils that govern Obsidian Bay at the behest of the Lord Mayor, the Council of Guilds represe...)
 
(Offices)
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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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==Powers==
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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.

Revision as of 16:45, 14 August 2008

Overview

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.

It's Lord Speaker is XXXXX.

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.

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.