

Mariner's Guildhall Description

Guild Master's Room
The room is orderly and practical. A broad desk sits at the center, covered with nautical charts, ship logs, and open manifests. A small bookshelf along the wall holds a row of worn nautical books. Behind the desk hang several framed charts—older maps of Javan Bay, the Keoland coast, and Saltmarsh, their faded ink marking a bygone era.
Captain Henry
Usually found here reviewing manifests, ship schedules, job postings, and membership records.
Busy but approachable.
Searching the Room
Bookshelf: Standard nautical references (navigation, naval battles, regional history). Nothing rare.
Framed Charts: Early, old maps of Javan Bay and the Keoland coast. Worth 5–10 gp to collectors.
Ship Manifests: List arrivals/departures, cargo, destinations, and crew needs. Useful for spotting:
overdue ships
suspicious cargo
captains seeking hands
Kitchen
The warm scent of chowder and freshly baked bread fills the air as you step inside. A stocky man ladles steaming chowder into wooden bowls. The kitchen is spotless, everything in its place, tools hung neatly, and the hearth fire burning steady.
Without looking up, he snaps:
“Quit your skylarkin’ and find a place to sit your arse in the hall... food and ale be comin’ before ya know it.”
The cook is Bernard Hammersmith, stocky, half-shaven, perpetually squinting.
He does not like people lingering in his kitchen.
He handles:
Bunk rentals
Meals and ale
Rumors, stories, and local gossip
Anyone interested in joining the guild is sent to Captain Henry.
Bunk Rooms
Two rows of bunkbeds, four on each side, line the long, narrow room. Each bunk has a small lockable storage chest beside it. Simple shelves, a cleaning bucket, and a few personal belongings sit at the far end of the hall. Several beds appear occupied. The air carries a faint tang of salt and musk, much like the sleeping quarters in the hull of a ship.
Each bunk room contains 1d4 + 1 occupied bunks.
Sailors here are generally friendly but tired; they won’t tolerate loud disturbances.
Chests contain simple personal items, nothing of value unless you decide otherwise.

Foyer
The small foyer is lit by two candelabras. A well-worn rug with a ship-anchor patterns leads into the main hall. To your left, four polished wooden display cases line the wall, each holding some relic of the regions seafaring past. To your right stands a large wooden board with job postings, handwritten messages, crew rosters, and notes from passing captains.
See: Jobs Board

Display Cases (Right Wall)
Each case is old, made from polished dark wood with brass fixtures. Each one contains a plaque with an inscription.
1. Bow Figurehead Skull – “Devil’s Breed”
Description: A carved wooden skull and jagged teeth, worn smooth by years at sea.
Plaque: “Figurehead from the Devil’s Breed, a Sea Princes raider sunk by Privateer Captain Drake of the Golden Hind during the Battle of Jetsom Island, 464 CY.”
2. Captain Drake’s Hat
Description: An old naval-style hat under glass, with a single faded white feather.
Plaque: “Hat worn by Captain Drake, commander of the privateer ship Golden Hind, hero of Jetsom Island.”
3. Silver Hook of the Dreaded Pirate Roberts
Description: A masterfully crafted silver hook with intricate carvings depicting waves, kraken tentacles, and storm-tossed ships.
Plaque: “Hook hand of the Dreaded Pirate Roberts, slain in battle off the Scimitars, 461 CY.”
4. Model Ship – The Golden Hind
Description: A beautifully detailed scale model of the famous privateer vessel.
Plaque: “Scale model of the privateer Golden Hind, renowned defender of Javan Bay during Azure’s Tide.”

Guild Hall
The grand hall opens before you, warm and bustling. Two half-circle tables face one another in the center of the room, flanking a round table with nautical chart of the Javan Bay is spread. To the left and right, long tables and benches sit beneath flickering candles.
To the north, a massive stone hearth blazes. Above it rest two immaculate scale models of ships and between them, mounted proudly, a silver cutlass engraved with swirling scenes of naval battles.
The far wall is dominated by a floor-to-ceiling stained-glass window depicting the sun rising over the Azure Sea, framed with sea motifs. The high ceiling and warm light give the room an inviting, lived-in comfort.
Scattered around the hall, groups of salty-looking sailors lean over meals and mugs of ale. Two old hands near the hearth exchange laughter loud enough to shake the rafters. Two doors on the southern wall lead to bunk rooms, while a door to the east leads to the Guild Master’s office and a door to the west opens toward the kitchen.
Captain Tables
The two half-circle tables are reserved exclusively for:
Ship owners
Captains
Officers of the Royal Navy
Sitting here without earning the right draws unwanted attention—or challenges.
General Seating
The long tables and bench seating along the sides are open to all guild members.
Non-members may sit only if invited or if renting a bunk.
Hearth Display
Above the hearth are three notable relics:
Model Ship – HMS Victory
A Royal Navy ship of the line, meticulously crafted.
Model Ship – HMS Sheldomar
Sister ship to the Victory, known for service during Azure’s Tide.
Silver Cutlass
Solid silver, engraved with intricate battle scenes.
Value: 100 gp
A ceremonial blade gifted by the Admiralty decades ago.

Sailors
At any given time, the hall contains:
2 groups of sailors (1d4 + 1 per group) eating, drinking, or swapping stories.
Sailors are typically friendly, curious, and eager to share tales, especially anything involving:
The sea
Javan Bay
Privateers
Pirates
Ships lost in storms
They make excellent rumor sources and can point the party toward local trouble or opportunities.