Location Sailor's Guild Hall

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Center of scholarly knowledge and shipwrighting, Zeltiva is a port city unlike any other in Mizahar. [Lore]

Sailor's Guild Hall

Postby Neologism on June 14th, 2019, 11:16 pm


The Sailor's Guild Hall
ImageThe city of Zeltiva was renowned for its seafarers and shipbuilders, so it is no surprise that the Sailors' Guild Hall is one of the most opulent buildings in the town. It is a long, two-story edifice faced with granite so polished that the reflections of any passers-by are clearly visible in its stone. The truly massive oak doors were framed by two enormous columns, each at least eight feet around, welcoming visitors into the Hall.

The first room inside is a surprisingly small antechamber where an assistant waits to take a visitor’s coat to a closet to the right of the entrance. Through an opening to the left, however, one can see the enormous hall for which the building was named. It is made of shiningly polished granite mosaics, with intricately carved levels in the walls where the various offices within the Guild can be found. As the official meeting place for many in the Guild, the Hall can hold a few hundred. Giant chandeliers hang from the ceiling, throwing shimmering light in all directions.

There was no receptionist or secretary past here. There are, however, an elegant flight of stairs at either end of the hall which leads to the top level of offices which overlook the main hall. Once can stroll down this beautifully carpeted balcony and view the hall below, while searching for the office they need. Thr first three heavy oak doors have a brass plaque attached to the door, bearing the single title ‘Administrative Committee Member’.

The three members of the Administrative Committee of the Sailors' Guild not only governed the Guild itself, but were one of only two bodies in Zeltiva that had any real power, the other being the University of Zeltiva Board of Regents. Unlike the hierarchically-structured University, however, the Sailors' Guild prides itself on being an egalitarian organization. Membership in the Guild is strictly controlled, but any member can run for selection to the Administrative Committee, and indeed, there were several fairly new, low-ranking sailors who had served on the Committee over the years. The lack of names on the office doors was symbolic of this -- the position might be important, but the person serving in it isn't superior to the rest of the Guild.

Other than serving as a hall and home of the offices for the Committee Members, the Guild has a selection of other offices for their many other positions, from attorneys to merchants, to fishing captains. Each office is labelled in a similar fashion, with the title of the seat, and not the person’s name.

 
Roneli Gracey
ImageRace: Human
Date of Birth: Fall, 462AV
Place of Birth: Zeltiva
Title: Administrative Committee Member
Skills: Tactics: Business (75), Mathematics (70), Negotiation (65), Planning (55), Organization (45), Leadership (40), Anthropology (30), History (25), Law (20)
Language: Common (Fluent)
Concept: Administrator Gracey has served as a member of the Administrative Committee of the Sailor’s Guild for over fifteen years. One of the wealthiest merchants in the city, he is the owner of the Quarry and the Lumber Mill, and is the very definition of Zeltivan “old money” with roots stretching back to the early years following the Valterrian. As an administrator he has seen to it that the Sailor’s Guild remains a prominent force in Zeltiva. He is a tidy man who despises frivolity and needless foolery. With him you are either the perfect man for the job or you aren’t suitable for a job at all. His mind is a foundry for wise business ventures. When he makes an investment it is because he is almost certain it will turn a profit in his favor.
Gnosis: Minting 1
Other: PM an ST for use.


 
Theodrich LeGraine
ImageRace: Human
Date of Birth: Spring, 460AV
Place of Birth: Zeltiva
Title: Administrative Committee Member
Skills: Sailing (70), Navigation: Sea (65), Wilderness Survival: Ocean (60), Fishing (50), Weapon: Crossbow (45), Weapon: Harpoon (40), Cartography (30), Astronomy (25)
Language: Common (Fluent), Fratava (Fluent)
Concept: A sailor through and through, Captain Theodrich Le’Graine is the Administrator in charge of Guild logistics. Without his experience, his steady guidance and expert advice few of the ships that remain in the employ of the Guild would reach their destination as smoothly as they do. With over thirty years of experience sailing Laviku’s glorious seas he is the voice that sets the course of many trading endeavors solidifying the hold that Zeltiva has over naval trade. It is through his efforts that many of the businesses that partner with the Guild remained supplied and to an extent his area of expertise is what keeps many of the families in Zeltiva fed during times of hardship.
Other: PM an ST for use.


 
Jenethel Hopeswell
ImageRace: Human
Date of Birth: Fall, 473AV
Place of Birth: Zeltiva
Title: Administrative Committee Member
Skills: Intelligence (65), Interrogation (65), Intimidation (60), Organization (50), Politics (45), Rhetoric (40), History (35), Cryptography (30)
Language: Common (Fluent)
Concept: Quiet, ghostly, always in the background. These are just a few things to describe the man responsible for Guild Internal Affairs. Administrator Hopeswell is almost never a welcome sight, reason being that if he is coming to see you then something is horrendously wrong. His work has even attracted the attention of Tyveth and Gnora, is the primary reason why the Sailor’s Guild, even with all their power, does not own the city completely. Hopeswell, like his predecessors, is charged with maintaining the integrity of the Guild’s internal workings the purview of his responsibilities is a grey area that even the other Administrators are subject to. While it is rare for him to actually enforce Guild bylaws (as his mere appearance is usually enough to frighten people into jumping back in line) in the off chance he does the matter is handled swiftly, quietly, and with marked efficiency that is almost chilling in its precision.
Gnosis: Truthism 1, Severing 1
Other: PM an ST for use.


 
Isenu Blackmire
ImageRace: Human
Date of Birth: Winter, 456AV
Place of Birth: Zeltiva
Title: Councilor of the Sailor’s Quarter
Skills: Leadership (70), Law (65), Politics (60), Navigation: Sea (50), Sailing (45), Cartography (40), Anthropology (30), History (20)
Language: Common (Fluent), Fratave (Basic), Kontinese (Poor), Arumenic (Poor)
Concept: Councilor Blackmire is a warm face to be seen in Zeltiva. Having previously been an administrator in the Guild, Blackmire was afforded the opportunity to spend a majority of her time traveling from one city to the next maintaining the Guild’s diplomatic relations. She was only regularly available in Zeltiva proper during the winter when travel is impractical and even then that is only when she does not opt to stay abroad. A woman who has never had much of a taste for the constant squabbling that goes on between the powers of Zeltiva, which has built her a hefty amount of respect from the people, and an admiration for her character. She is an avid lover of foreign culture even going to far as to spend years studying far off lands at the University. An accomplished scholar and sometimes lecturer at the University, she always has a pleasant tale to tell about her travels. Since her election as Councilor, Isenu Blackmire has remained in the city and available to her people, dedicated to her people and working in the Sailor’s Quarter’s best interest.
Gnosis: Eyris 2
Other: PM an ST for use.


 
Henrietta Winthrop
ImageRace:
Date of Birth: Summer, 488AV
Place of Birth: Zeltiva
Title: Guild Attorney
Skills: Law (65), Politics (60), Interrogation (55), Investigation (50), Rhetoric (40), History (35), Writing (30)
Language: Common (Fluent)
Concept: A shrewd judge of character and a firm disciplinarian, Administrator Winthrop specializes in the law of the Committee. A learned scholar and accomplished practitioner of Zeltivan law she is woman who goes to bat for the Guild when the organization’s interests are disputed by the other powers of the city. Henrietta has a very sharp mind and an even sharper tongue that can cut as easily as a knife with just a few words. She is a force to be reckoned with and hardly a man or woman in the city can doubt that if Henrietta Winthrop gets involved, more than likely the matter will end in the Guild’s favor. She is usually the individual with whom most city officials spend their time speaking with when it comes to the Sailor’s Guild.
Other: PM an ST for use.


 
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Original location credit goes to Liminal.

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