This opulent four-story building serves as a clearing house for merchants to settle disputes, exchange goods and foreign currency, and hire drovers and caravan guards. Merchants pay a hefty fee to avail the guild’s services, treating the hall as their own private club, disdaining all others. Soldiers and drovers can always be found outside the guild hall, but there is always more work than hirelings, and down-on-their-luck adventurers often do guard tours to the capital and back.
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