The Diviner Guild |
The Guild hall contains a library, a laboratory, several private meditation cells, storerooms, an audience chamber, servants' quarters, and sumptuous quarters for the three Guild Masters.
The interior of the building is magically lighted by balls enchanted with Continual Light, and all windows and doors are Wizard Locked (3rd level) to prevent trespassers. The roof is uniformly 10 feet high, except a guest room with a 15 feet high roof. Neither doors nor windows have "mundane" locks to augment the magical ones - the reason being that the Guild feels that if an intruder is powerful enough to circumvent the magical protection, any additional mundane protection would be useless.
To enter the Guild Hall, one quite simply knocks, and tells the servant answering the door one's errand to the Guild Hall. The servant will thereafter consult the Guild Masters (or rather, either a specific Guild Master the visitor wishes to see, or the Guild Master on duty just then), to see if the Guild will deal with the visitor. If they so do wish, the servant will invite the visitor inside.
The main purpose of the Guild, is to be a place where magicians can come to both study and hone their grasp of the Art, in addition to being a place where apprentice Diviners can find masters to apprentice to.
The Guild also sell the services of their members to those with more gold than they need, and sell potions and scrolls to people who need magical aid. The Guild also provide (free) aid to the town if any greater problems come knocking. If the Guild Masters feel that any given individual have a particularly compelling need, but is without the gold to buy the magical aid he or she needs, they might provide aid without any compensation. This is really more of a case of DM discretion, coupled with the alignment of the Guild member in question.
The Guild is ruled by three Guild Masters, diviners elected every five years by all the members of the Guild. The three Guild Masters are currently Saldo Presto, Rial Potijan, and Aberdeen Krestner. Their five year period is just starting.
Saldo Presto, 16th level male human diviner |
Saldo Presto is a learned noble always dressing the part. Clad in the finest capes and robes, he keeps his hair exactly shoulder-length and stylish, and keeps his salt-and-pepper beard short. Presto is the most powerful of the Guild Masters, even though he technically is equal to the other two Guild Masters.
Aberdeen Krestner, 12th level male gnome diviner |
Aberdeen changes robes every day. He has many different robes in various styles, though every one of them is mainly chalk white. Most of them are long and voluminous (to him, at least), with a golden trim in varying pattern.
The gnome always wears a grin on his face, as if he knows an amusing secret that nobody else knows. His eyes twinkles with a strange joy and amusement. Aberdeen is basically a prankster, and loves fun and games. The only exception to his unpredictability is when he's working on the Guild's financial records.
Rial Potjian, 10th level male human diviner |
Rial's skin is brown and weather-bitten after his many years in Calimshan. He continues to spend at least four hours outdoors every day, where he walks around in the streets of the town and the harbor district, in addition to working on his inventions. His main areas of interest as a Guild Master is maintenance of the building itself, the library and the laboratory, and also to function as a sort of administrative director of the Guild.
Rial is absolutely fascinated by gizmos, thingys and contraptions, and is always working on some new invention. He often tinkers with these devices in the yard of the Guild house, in order to keep an eye on the building and any visiting Diviners.