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Building, Crypt, Crypts, Dungeons & Dragons, Fantasy, Guildhall, Keep, Labyrinth Lord, Maps, OSR, RPG, Structure, Temple, Urban
Much of the daily life in Archsford, the City of Glass, is managed by the Council of The Ancient Masters – a collective guildhall representing all the major guilds and many of the minor guilds in the city (Glassblowers, Masons, Cartwrights, Stevedores, Coopers, Merchants, Mourners, Physicians, Scribes, Charcoal-Burners, and a few others).
From the Guildhall, they organize the city watch and defenses, as well as festivals, trade agreements with other cities, tax collection, and many things that one would expect to be handled by the Duke of Archsford and his civil service.
The hub of the Council is the Guildhall and temple of the Ancient Masters – a combined keep, place of worship, and town hall. On entry to the structure, the large main hall is usually populated with small lean-to shops (and the three chambers on the left are more permanent stores selling wares imported by members of the guildhall from strange and exotic lands). The rooms on the right are dedicated to the civil service and records of the guild.
The northern chamber is the main worship hall for the ancient masters themselves, the ancestor-gods of the temple. Most truly important meetings with the senior members of the guild are usually handled in this chamber and the room to the west, pacing around and occasionally intoning chants and rites while engaged in negotiations and power-brokering.
Beneath the temple are the crypts. This well-hidden substructure is only accessible via a secret door under the chair set in front of the statues of the three ancient masters in the main hall. Down here are the three crypts of the masters, who still whisper advice and prophecy to scribes who sit outside the crypts with one ear to the cracked masonry. A larger chamber past the crypts holds the scrolls of what the scribes have gleaned from the masters, as well as a secret door to a deeper crypt where something darker is entombed.
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