[Location] Sailors' Guild Hall

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

[Location] Sailors' Guild Hall

Postby Liminal on June 5th, 2009, 6:40 pm

Sailor's Guild Hall


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The city of Zeltiva was renowned for its seafarers and shipbuilders, but it still might come as a surprise to a traveler that the Sailors' Guild Hall was one of the most opulent buildings in the town. It was a long, two-story edifice faced with granite so polished that the reflections of any passers-by were clearly visible. The truly massive oak doors were framed by two enormous columns, each at least eight feet around.

The first room inside was a surprisingly small antechamber. Through an opening to the left, however, one could see the enormous hall for which the building was named. It was trimmed in cherry wood, the chairs were velvet, and it probably could have held a thousand people. Giant chandeliers hung from the ceiling, throwing yellow light in all directions.

There was no receptionist or secretary. There were, however, a series of offices on the right. The brass plaques attached to them bore only titles, no names, and in each case, the title was the same:

ADMINISTRATIVE COMMITTEE OFFICER

The seven 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, of course, being the University of Zeltiva Board of Regents). Unlike the hierarchically-structured University, however, the Sailors' Guild prided itself on being an egalitarian organization. Membership in the Guild was strictly controlled, but any member could 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 wasn't superior to the rest of the Guild.

NoteAll Administrators are either for Storyteller moderation or require the expressed permission of a Storyteller for self-moderation.

 
R. Gracey
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Age: 43
Race: Human

Bio- Administrator Gracey has served as a member of the Administrative Committee of the Sailor’s Guild for nearly fifteen years. One of the wealthiest merchants in the city, he is the owner of the Gracey Shipping Company which is the equivalent to 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.

Skills- Negotiation (60), Bookkeeping (48), Politics (40), Persuasion (30)
Gnosis: None.

 
N. Crensdale
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Age: 71
Race: Human

Bio- A lesser known member of the Administrative Committee, Nicholas Crensdale is the man responsible for maintaining the entirety of the Sailor’s Guild’s finances. While he does not tend to this duty alone there are few who would dispute the fact that he is a mathematical genius with a flair for meticulous detail. The eldest of the members of the Committee, he is quite content to spend his days surrounded by his books counting numbers and balancing ledgers while leaving the other administrators to the backdoor games that surround Zeltivan politics. A man seriously lacking in any form of tact, he makes up for it by having a concrete memory capable of retrieving all manner of Guild information filed away in his brain on a whim.

Skills- Mathematics (65), Bookkeeping (60), Organization (50), Copying (38)
Gnosis: Severing 1

 
H. Winthrop
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Age: 44
Race: Human

Bio- A shrewd judge of character and a firm disciplinarian, Administrator Winthrop is 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. A woman with 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.

Skills- Law (70), Politics (68), Rhetoric (50), Philosophy (45)
Gnosis- None.
 
I. Blackmire
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Age: 64
Race: Human

Bio- Administrator Blackmire is a face seldom actually seen in Zeltiva. This is mostly due to the fact that she spends the majority of her time traveling from one city to the next maintaining the Guild’s diplomatic relations. She is 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. 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. There are those who whisper though that her love of all places outside of Zeltiva is due to the sensitive history of her family…

Skills- Diplomacy (80), Politics (71), Negotiation (58), Anthropology (40)
Gnosis- Minting 1
 
G. Satterthwite
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Age: 34
Race: Human

Bio- Gregory Satterthwite is a name that is relatively new to the Administrative Committee of the Sailor’s Guild. While a member of the prominent Satterthwite family of Zeltiva he is as of yet untested in his new role on the Committee. Working in tandem with Administrator Gracey, he and the much harsher gentleman are responsible for attending to business ventures of the Guild itself. While Administrator Le’Graine handles planning shipments and navigating the high seas, he and Mr. Gracey are the eyes that actually look for solid investments to turn a profit for the Guild. A much friendlier and charismatic individual than his counterpart, Administrator Satterthwite is quickly becoming the public face of the Guild.

Skills- Negotiation (47), Leadership (38), Persuasion (30), Politics (26)
Gnosis- None.
 
T. LeGraine
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Age: 54
Race: Human

Bio- A sailor through and through, Captain Timothy 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.

Skills- Sailing (68), Navigation (62), Planning (50), Negotiation (41)
Gnosis- Oceanus 2
 
J. Hopeswell
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Age: 47
Race: Human

Bio- Quiet. Ghostly. Always in the background. 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. 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.

Skills- Intelligence (65), Interrogation (59), Law (47), Persuasion (38)
Gnosis- None.
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Liminal
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