Silent Hall

Stub-class article · First seen: pre-campaign brief · Last seen: ongoing reference
Silent Hall
the Silent Hall · the Hall of the Factors · the Marble Doors
Portrait of Silent Hall.
Location
StatusUnvisited
First seenpre-campaign brief
Last seenongoing reference
FactionCouncil of Factors, Velkris

The Silent Hall is the meeting chamber of the Council of Factors in Velkris, a closed room behind marble doors where the five merchant houses decide the city’s taxes, trade rights and punishments. The brief gives it no interior and no stated rule of silence, only the doors and the name. It is world-brief canon only; the party has never visited.

Overview

The Silent Hall is the chamber where the Council of Factors of Velkris meets, behind closed marble doors, to decide the city’s taxes, trade rights and punishments (world brief). One factor sits for each of the five houses: Tor Brask, Lysa Marr, Iven Orlan, Sella Tallow and Elian Vaunt (world brief). It is world-brief canon only: the party has never been inside, and nobody has named the Hall at the table.

Geography and appearance

The brief gives only the closed marble doors and describes no interior. Its name fits the brief’s account of Velkris as “a city built on silence, secrets, and coin”, which suggests that what is decided inside is not repeated outside; the brief states no rule of silence for the chamber.

Government / control

The Hall belongs to the Council: five merchant houses, House Brask, House Marr, House Orlan, House Tallow and House Vaunt, each dominating one major industry (world brief). The Council rules through debt, contracts, taxes, trade rights and control of the city’s necessary industries, not by divine right, blood or conquest (world brief). The brief does not say who guards the doors or who may attend.

History in the campaign

Not yet seen in play.

Status

As of session 23. Unvisited, and not yet named at the table.

See also

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