Wessia Guilds: Difference between revisions

From Sourcebook Wiki
Jump to navigation Jump to search
No edit summary
(add minor content)
 
Line 1: Line 1:
{{stub}}
The city is naturally supported by a full compliment of craftsmen guilds common to most large cities: masons, porters, brewers, longshoremen, blacksmiths, jewelers, bakers, tailors, cobblers, etc.
The city is naturally supported by a full compliment of craftsmen guilds common to most large cities: masons, porters, brewers, longshoremen, blacksmiths, jewelers, bakers, tailors, cobblers, etc.


Guilds of unusual influence in [[Wessia]] are the [[Wessia porters]] and what is called the [[Wessia Torch-bearers]]. The local tailors and dwarf-dominated jewelers are also considered some of the best in Ubrekt.
Guilds of unusual influence in [[Wessia]] are the [[Wessia porters]] and what is called the [[Wessia Torch-bearers]]. The local tailors and dwarf-dominated jewelers are also considered some of the best in Ubrekt. Found somewhere the Dwarven craft enclave is [[Hedman Redhammer]], a skilled smith who specializes in the casting and forging of [[Red Iron]].

Latest revision as of 18:21, 30 June 2014

This article is a stub. Please help us out by contributing more to this article.

The city is naturally supported by a full compliment of craftsmen guilds common to most large cities: masons, porters, brewers, longshoremen, blacksmiths, jewelers, bakers, tailors, cobblers, etc.

Guilds of unusual influence in Wessia are the Wessia porters and what is called the Wessia Torch-bearers. The local tailors and dwarf-dominated jewelers are also considered some of the best in Ubrekt. Found somewhere the Dwarven craft enclave is Hedman Redhammer, a skilled smith who specializes in the casting and forging of Red Iron.