Guildhall of Arcane Lore - Chambers of the Lost Meyvinel
This is chantry for practitioners of arcane lore, acting as a hostel for wandering mages and guildhall. It is named after Meyvinel, the elven city on which Tashal is built.
This guildhall has four resident masters, all of which are skilled alchemists.
Guildhall Assets
The building has a common room with utilities and three staff (1 seneschal/book-binder, one cook, and one maid).
The guild has six personal chambers and laboratories for Shenava, although only four are currently occupied. It has a large communal laboratory available for apprentices and visiting arcanists (at minimal fees).
The library is of average quality containing a wide range of alchemical, arcane, and spell tomes. The guild is actively attempting to increase the quality of this library. However, the guildhall has a large archive of magical trinkets and artifacts, some of which date back thousands of years to the city of Meyvinel.
Guild members may, for a "donation," have read-only access to the extensive temple library at the church of Save-K'nor, the Vault of Kelapyn-Anuz. It has many books dating back to the time of Lothrim and before.
It has a large stock of herbal and alchemical supplies.
The guild has a large sanctum under the cellar. It has some warding against general magic suitable for experimenting and practicing spells and against alchemical explosions and poisonous gasses.
Guild Members
Seneschal
The Seneschal is Jarvis Rancson, a failed apprentice conjurer who discovered his talent for organization and book-binding after a decade of fruitless magical study. He oversees the day-to-day management of the guild hall.The Shenava (Masters)
Shenava Tevorel Vous, Filen Galliley, Aryn Holiman, and Eradas Dowens are well-regarded alchemists.
D&D 5e Properties
Warded Sanctum
The Guildhall's large cellar enhances magic.
After Attunement, spell experimentation and creation are easier. The Arcanists gain the following benefits.
- Arcana Checks to investigate or create magical items and spells are made +2, and costs are reduced by 20%.
- Saving throws against magic are made at advantage.
- Gains resistance to fire, poison, cold, and lighting.
The walls of the cellar will not burn and will contain any gas.
Alchemy and Apothecary Equipment and Supplies
The common lab is well equipped.
The cost of creating potions and alchemical items is reduced by 10%, and Alchemy and Apothecary checks are made at +1.
Archive/Libary
The library is disappointing compared to those in larger guildhalls.
However, Arcana, History, and Investigation checks on information relating to this city's history, ancient Jarinese, dwarven and elven lore have a +2 bonus.
The various books of arcane lore will allow a Level 3 Wizard or higher to change their cantrips after several hours of study. This is available to all guild members.
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